From: havoc Date: Tue, 16 Aug 2011 08:06:52 +0000 (+0000) Subject: fix GLSL shader error with directional bouncegrid and fog X-Git-Tag: xonotic-v0.5.0~47 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=817ff8feee1cfe1ae2ceae3437930678219dd61f;p=xonotic%2Fdarkplaces.git fix GLSL shader error with directional bouncegrid and fog git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11274 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=c6b063db8b4b2175f81ec0146f4e23a0ec1abcd9 --- diff --git a/shader_glsl.h b/shader_glsl.h index 5d6672bf..5a00e7a7 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -645,7 +645,7 @@ "uniform highp float FogHeightFade;\n" "vec3 FogVertex(vec4 surfacecolor)\n" "{\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) || defined(USEBOUNCEGRIDDIRECTIONAL)\n" " vec3 EyeVectorModelSpace = vec3(VectorS.w, VectorT.w, VectorR.w);\n" "#endif\n" " float FogPlaneVertexDist = EyeVectorFogDepth.w;\n"