From 018b9c16b44b17ec1b2a57b9a5322521520fb7f6 Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Thu, 12 Jan 2023 18:50:56 -0800 Subject: [PATCH] Platform: defaultskin.glsl: Add fallback for the chrome effect in case the GLSL cannot access skeletal information. --- platform/base_glsl.pk3dir/glsl/defaultskin.glsl | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/platform/base_glsl.pk3dir/glsl/defaultskin.glsl b/platform/base_glsl.pk3dir/glsl/defaultskin.glsl index 355b57c3..b2b1f5eb 100644 --- a/platform/base_glsl.pk3dir/glsl/defaultskin.glsl +++ b/platform/base_glsl.pk3dir/glsl/defaultskin.glsl @@ -111,8 +111,7 @@ varying vec3 light; } #ifdef CHROME -#ifdef SKELETAL - #if 0 + #ifndef SKELETAL vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir); vec3 viewc = normalize(rorg - w); float d = dot(n, viewc); @@ -124,7 +123,7 @@ varying vec3 light; tex_c.y = 0.5 - reflected.z * 0.5; #else /* code contributed by Slartibarty */ - vec3 tmp = normalize(e_eyepos); + vec3 tmp = e_eyepos * -1.0f; int boneid = int(v_bone.r); tmp.x += m_bones_mat3x4[boneid][0][3]; @@ -149,7 +148,6 @@ varying vec3 light; tex_c.y = ( na + 1.0 ) * 0.5; #endif #endif -#endif #ifdef REFLECTCUBE invsurface[0] = v_svector;