MacOS X fixes

This commit is contained in:
Richard Allen 2012-12-28 02:27:02 +00:00
parent 3ae23b9fab
commit 5ec84cbc04
3 changed files with 8 additions and 10 deletions

View file

@ -46,17 +46,16 @@ varying vec4 var_Color;
varying vec3 var_Position;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec3 var_SampleToView;
#endif
#if !defined(USE_FAST_LIGHT)
varying vec3 var_Normal;
#endif
#if defined(USE_VERT_TANGENT_SPACE)
#if defined(USE_VERT_TANGENT_SPACE)
varying vec3 var_Tangent;
varying vec3 var_Bitangent;
#endif
#endif
varying vec3 var_VertLight;
@ -233,7 +232,7 @@ void main()
vec3 directedLight = var_VertLight;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 SampleToView = normalize(var_SampleToView);
#endif
vec2 tex = var_DiffuseTex;

View file

@ -152,9 +152,6 @@ void main()
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 SampleToView = u_ViewOrigin - position.xyz;
#endif
#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
var_SampleToView = SampleToView;
#endif

View file

@ -334,7 +334,7 @@ static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
return result;
}
static void GLSL_LinkProgram(GLhandleARB program)
static void GLSL_LinkProgram(GLhandleARB program, char *vpCode, char *fpCode)
{
GLint linked;
@ -344,6 +344,8 @@ static void GLSL_LinkProgram(GLhandleARB program)
if(!linked)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Printf(PRINT_ALL, "vpCode:\n%s\n", vpCode);
ri.Printf(PRINT_ALL, "fpCode:\n%s\n", fpCode);
ri.Error(ERR_DROP, "\nshaders failed to link");
}
}
@ -467,7 +469,7 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
#endif
GLSL_LinkProgram(program->program);
GLSL_LinkProgram(program->program, vpCode, fpCode);
program->numUniforms = numUniforms;