]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
fix GLSL shader error with directional bouncegrid and fog
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 16 Aug 2011 08:06:52 +0000 (08:06 +0000)
committerRudolf Polzer <divVerent@xonotic.org>
Tue, 16 Aug 2011 08:27:16 +0000 (10:27 +0200)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11274 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=c6b063db8b4b2175f81ec0146f4e23a0ec1abcd9

shader_glsl.h

index 5d6672bfa927f74fbf8b737b26950daa6a45b055..5a00e7a7acd2c791a5ac30e923696f9a2d2603e6 100644 (file)
 "uniform highp float FogHeightFade;\n"
 "vec3 FogVertex(vec4 surfacecolor)\n"
 "{\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n"
 "      vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n"
 "#endif\n"
 "      float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"