Fixed a bug in projective texture shader.
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@@ -22,7 +22,7 @@ out vec4 color;
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void main(void)
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void main(void)
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{
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{
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vec4 projcoords = TextureMVP * vertexPos;
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vec4 projcoords = TextureMVP * vertexPos;
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vec2 texturecoords = projcoords.xy/max(projcoords.z,0.1);
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vec2 texturecoords = projcoords.xy/projcoords.w;
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vec4 texel = fragment.color*texture(Diffuse,texturecoords);
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vec4 texel = fragment.color*texture(Diffuse,texturecoords);
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vec3 ct,cf;
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vec3 ct,cf;
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float intensity,at,af;
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float intensity,at,af;
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@@ -18,7 +18,7 @@ static const char* projectiveTextureInstancingFragmentShader= \
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" vec4 projcoords = TextureMVP * vertexPos;\n"
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" vec4 projcoords = TextureMVP * vertexPos;\n"
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" vec2 texturecoords = projcoords.xy/max(projcoords.z,0.1);\n"
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" vec2 texturecoords = projcoords.xy/projcoords.w;\n"
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" vec4 texel = fragment.color*texture(Diffuse,texturecoords);\n"
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" vec4 texel = fragment.color*texture(Diffuse,texturecoords);\n"
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" vec3 ct,cf;\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" float intensity,at,af;\n"
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