diff --git a/engine/gl/r_bishaders.h b/engine/gl/r_bishaders.h index f97c95ad5..cb769d1e3 100644 --- a/engine/gl/r_bishaders.h +++ b/engine/gl/r_bishaders.h @@ -4614,7 +4614,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND "return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,\n" "oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,\n" "oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);\n" -"};\n" +"}\n" "void main ()\n" "{\n" "pos = v_position.xyz - e_eyepos;\n" diff --git a/engine/shaders/glsl/defaultskybox.glsl b/engine/shaders/glsl/defaultskybox.glsl index bfbb17cda..f93cd30b3 100644 --- a/engine/shaders/glsl/defaultskybox.glsl +++ b/engine/shaders/glsl/defaultskybox.glsl @@ -20,7 +20,7 @@ mat3 rotateAroundAxis(vec4 axis) //xyz axis, with angle in w return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c); -}; +} void main () { pos = v_position.xyz - e_eyepos;