From a419fb2c92c2f4bf3b60bd01f7a7c76f271c6547 Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Tue, 28 Jan 2014 11:38:13 +0900 Subject: [PATCH] Ensure the vertex coord attribute is attribute 0. It seems mesa still has the bug where non-array attributes don't work when set as attribute 0, and that the allocation order changed sometime since I last tested with mesa. This fixes the black world and flickering alias models on my eeepc. --- libs/video/renderer/glsl/quakeforge.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/libs/video/renderer/glsl/quakeforge.glsl b/libs/video/renderer/glsl/quakeforge.glsl index a4bb5390d..c8d0da2c2 100644 --- a/libs/video/renderer/glsl/quakeforge.glsl +++ b/libs/video/renderer/glsl/quakeforge.glsl @@ -124,10 +124,10 @@ uniform mat3 norm_mat; uniform vec2 skin_size; uniform float blend; -attribute vec4 vcolora, vcolorb; -attribute vec2 vsta, vstb; -attribute vec3 vnormala, vnormalb; attribute vec3 vertexa, vertexb; +attribute vec3 vnormala, vnormalb; +attribute vec2 vsta, vstb; +attribute vec4 vcolora, vcolorb; varying vec3 normal; varying vec2 st; @@ -179,9 +179,9 @@ main (void) uniform mat4 mvp_mat; uniform mat4 sky_mat; -attribute vec4 vcolor; -attribute vec4 tlst; attribute vec4 vertex; +attribute vec4 tlst; +attribute vec4 vcolor; varying vec2 tst; varying vec2 lst;