- fixed incompletely changed shader.

It was still using a variable from the first revision that no longer exists.
This commit is contained in:
Christoph Oelckers 2019-12-21 21:07:00 +01:00
parent 1004ac1636
commit 738b9ceb08
2 changed files with 1 additions and 7 deletions

View file

@ -250,12 +250,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "uniform float uDesaturationFactor;\n";
i_data += "uniform float uInterpolationFactor;\n";
i_data += "uniform float uObjectDesaturationFactor;\n";
i_data += "uniform float uObjectColorizeFactor;\n";
i_data += "uniform int uObjectBlendMode;\n";
i_data += "uniform int uObjectInvertColor;\n";
// Glowing walls stuff
i_data += "uniform vec4 uGlowTopPlane;\n";
i_data += "uniform vec4 uGlowTopColor;\n";

View file

@ -110,7 +110,7 @@ const int Tex_Blend_Hardlight = 4;
texel.rgb = clamp(texel.rgb, 0.0, 1.0);
// Step 5: Apply a blend. This may just be a translucent overlay or one of the blend modes present in current Build engines.
if (uObjectBlendMode != 0)
if ((blendflags & 7) != 0)
{
vec3 tcol = texel.rgb * 255.0; // * 255.0 to make it easier to reuse the integer math.
vec4 tint = uTextureBlendColor * 255.0;