Fix RGB order in shaders on GLES
parent
be92607581
commit
03194a3e40
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@ -82,11 +82,12 @@ float disp_z;
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
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vec4 color;
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vec4 color = inVertexColor;
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#if GL_ES
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color.xyz = color.zyx; // swap RGB order
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#endif
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// The alpha gives the ratio of sunlight in the incoming light.
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float nightRatio = 1.0 - inVertexColor.a;
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color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0;
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color.rgb *= 2.0 * mix(artificialLight.rgb, dayLight.rgb, color.a);
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color.a = 1.0;
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// Emphase blue a bit in darker places
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@ -12,5 +12,9 @@ void main(void)
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varTexCoord = inTexCoord0.xy;
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gl_Position = mWorldViewProj * inVertexPosition;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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#if GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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