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OpenGL: Fixed model_distort4glass.gl compilation
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-18
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+10
-18
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res/gamedata/shaders/gl/iostructs/v_model_distort.h

Lines changed: 10 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -3,13 +3,9 @@ out gl_PerVertex { vec4 gl_Position; };
33

44
struct vf
55
{
6-
float2 tc0 ; // TEXCOORD0; // base
7-
float4 c0 ; // COLOR0; // color
8-
// Igor: for additional depth dest
9-
#ifdef USE_SOFT_PARTICLES
10-
float4 tctexgen ; // TEXCOORD1;
11-
#endif // USE_SOFT_PARTICLES
12-
float4 hpos; // SV_Position;
6+
float2 tc0 ; // TEXCOORD0; // base
7+
float4 c0 ; // COLOR0; // color
8+
float4 hpos ; // SV_Position; // position
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};
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layout(location = POSITION) in float4 v_model_P ; // POSITION; // (float,float,float,1)
@@ -26,19 +22,16 @@ layout(location = TANGENT) in float3 v_model_T ; // TANGENT; // (nx,ny,nz)
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layout(location = BINORMAL) in float3 v_model_B ; // BINORMAL; // (nx,ny,nz)
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#endif
2824
#if defined(SKIN_2) || defined(SKIN_3)
29-
layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v)
25+
layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v)
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#else
31-
layout(location = TEXCOORD0) in float2 v_model_tc ; // TEXCOORD0; // (u,v)
27+
layout(location = TEXCOORD0) in float2 v_model_tc ; // TEXCOORD0; // (u,v)
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#endif
3329
#ifdef SKIN_4
34-
layout(location = TEXCOORD1) in float4 v_model_ind ; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3)
30+
layout(location = TEXCOORD1) in float4 v_model_ind ; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3)
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#endif
3632

37-
layout(location = TEXCOORD0) out float2 v2p_particle_tc0; // TEXCOORD0;
38-
layout(location = COLOR0) out float4 v2p_particle_c0 ; // COLOR0;
39-
#ifdef USE_SOFT_PARTICLES
40-
layout(location = TEXCOORD1) out float4 v2p_particle_tctexgen; // TEXCOORD1;
41-
#endif // USE_SOFT_PARTICLES
33+
layout(location = TEXCOORD0) out float2 vf_model_tc0 ; // TEXCOORD0;
34+
layout(location = COLOR0) out float4 vf_model_c0 ; // COLOR0;
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vf _main (v_model v);
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@@ -90,8 +83,7 @@ void main()
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O = _main(skinning_4(I));
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#endif
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93-
v2p_particle_tc0 = O.tc0;
94-
v2p_particle_c0 = O.c0;
95-
v2p_particle_tctexgen = O.tctexgen;
86+
vf_model_tc0 = O.tc0;
87+
vf_model_c0 = O.c0;
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gl_Position = O.hpos;
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}

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