From: havoc Date: Wed, 30 Aug 2017 04:29:14 +0000 (+0000) Subject: Fix GLSL shader to only specify invariant gl_Position on the vertex shader, not the... X-Git-Tag: xonotic-v0.8.5~78 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=aba78e3f66d9542bfcc8bfcd045ad191a3eb7f0f;p=xonotic%2Fdarkplaces.git Fix GLSL shader to only specify invariant gl_Position on the vertex shader, not the fragment shader - woops, this is what I get for not testing that change. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12337 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=175af02fa8e6bc5c14ebac952c6925f9328c2348 --- diff --git a/shader_glsl.h b/shader_glsl.h index f9be074e..a69dbbc5 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -37,7 +37,7 @@ "# endif\n", "#endif\n", "\n", -"#if defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)\n" +"#if (defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER)\n" "invariant gl_Position; // fix for lighting polygons not matching base surface\n", "# endif\n", "#if defined(GLSL130) || defined(GLSL140)\n",