fixed formatting of a few GLSL float constants

remove unneeded version number from texturecolor shader
call GLSL_VertexAttribPointers after attribute arrays have been enabled
This commit is contained in:
Anthony Pesch 2014-01-11 17:42:02 -08:00
parent 4520857fc9
commit 25bde423b5
4 changed files with 118 additions and 123 deletions

View file

@ -160,7 +160,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
{
#if 1
// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
float a1 = t.w;

View file

@ -1,5 +1,3 @@
#version 120
uniform sampler2D u_DiffuseMap;
uniform vec4 u_Color;

View file

@ -1,5 +1,3 @@
#version 120
attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;