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Fix other test shaders
authorXoppa <contact@xoppa.nl>
Mon, 16 Sep 2013 22:47:37 +0000 (00:47 +0200)
committerXoppa <contact@xoppa.nl>
Mon, 16 Sep 2013 22:47:37 +0000 (00:47 +0200)
tests/gdx-tests-android/assets/data/g3d/shaders/fur.glsl
tests/gdx-tests-android/assets/data/g3d/shaders/gouraud.glsl
tests/gdx-tests-android/assets/data/g3d/shaders/normal.glsl
tests/gdx-tests-android/assets/data/g3d/shaders/phong.glsl
tests/gdx-tests-android/assets/data/g3d/shaders/reflect.glsl

index 0974635..0ccbce4 100644 (file)
@@ -33,8 +33,8 @@ void main() {
        v_viewDir = normalize(u_cameraPosition.xyz - g_position.xyz) * worldToTangent;
        v_pass = u_pass;
        
-       passColor();
-       passTexCoord0();        
+       pushColor();
+       pushTexCoord0();        
 }
 
 
@@ -65,6 +65,9 @@ varying vec3 v_viewDir;
 varying float v_pass;
 
 void main() {
+       pullColor();
+       pullTexCoord0();
+       
        vec4 diffuse = applyColorDiffuse(g_color);
        vec3 specular = fetchColorSpecular();
 
index 25cb0b7..ea472c9 100644 (file)
@@ -19,8 +19,8 @@ void main() {
        
        // Pass attributes values to the fragment shader
        passLights();
-       passColor();
-       passTexCoord0();
+       pushColor();
+       pushTexCoord0();
        passFog(calculateFog(g_position, u_cameraPosition));
        passShadowMapUV(calcShadowMapUV(g_position));
 }
@@ -53,6 +53,8 @@ varying float v_fog;
 
 void main() {
        pullLights();
+       pullColor();
+       pullTexCoord0();
        
        vec4 diffuse = applyColorDiffuse(g_color);
 
index 29b74be..c06880f 100644 (file)
@@ -17,7 +17,7 @@ void main() {
        g_tangent = normalize(u_normalMatrix * applySkinning(g_tangent));
        pushBinormal();
        pushTangent();
-       passTexCoord0();
+       pushTexCoord0();
 #endif
        
        passNormalValue(normalize(u_normalMatrix * applySkinning(g_normal)));
index 8417d35..4162659 100644 (file)
@@ -15,7 +15,7 @@ void main() {
        gl_Position = u_projViewTrans * g_position;
 
        // Pass the attributes values to the fragment shader
-       passPosition();
+       pushPosition();
        
 #ifdef normalTextureFlag
        calculateTangentVectors();
@@ -24,8 +24,8 @@ void main() {
 #endif
 
        passNormalValue(normalize(u_normalMatrix * applySkinning(g_normal)));
-       passColor();
-       passTexCoord0();
+       pushColor();
+       pushTexCoord0();
        
        passShadowMapUV(calcShadowMapUV(g_position));
        passFog(calculateFog(g_position, u_cameraPosition));
@@ -66,8 +66,11 @@ varying float v_fog;
 // #define gouraud
 
 void main() {
-#ifdef normalTextureFlag
+       pullColor();
+       pullTexCoord0();
        pullNormal();
+       
+#ifdef normalTextureFlag
        pullBinormal();
        pullTangent();
        
index 0e3da67..e507e1b 100644 (file)
@@ -23,7 +23,7 @@ void main() {
        
        v_reflect = reflect(-viewDir, g_normal);
        
-       passTexCoord0();
+       pushTexCoord0();
 }
 
 
@@ -50,6 +50,8 @@ uniform samplerCube u_environmentCubemap;
 #endif
 
 void main() {
+       pullTexCoord0();
+       
 #ifdef normalTextureFlag
        vec4 N = vec4(normalize(texture2D(u_normalTexture, g_texCoord0).xyz * 2.0 - 1.0), 1.0);
 #else