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authorhwc4872012-06-28 11:44:15 -0700
committerhwc4872012-06-28 11:44:15 -0700
commit22cbc9644b79df60b3f6336f9563debd47fb3ea1 (patch)
treef32687a920a039e0f048fab74627e0dc4ad6a8f1 /assets/shaders/test_fshader_full.glsl
parent2ebf3e3ea24d0d580575dfa13d31588dac1de445 (diff)
downloadninja-22cbc9644b79df60b3f6336f9563debd47fb3ea1.tar.gz
Added capability to split a mesh into multiiple parts to avoid buffer overflow situations.
Diffstat (limited to 'assets/shaders/test_fshader_full.glsl')
-rwxr-xr-xassets/shaders/test_fshader_full.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl
index ef721b39..0ea3cf1b 100755
--- a/assets/shaders/test_fshader_full.glsl
+++ b/assets/shaders/test_fshader_full.glsl
@@ -38,7 +38,7 @@ varying vec3 vEyePos;
38 38
39void main() 39void main()
40{ 40{
41 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 41 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, 1.0 - vECPos.w)).rgb, 1.0);
42 42
43 // normal mapping 43 // normal mapping
44 vec3 normal = normalize(vNormal.xyz); 44 vec3 normal = normalize(vNormal.xyz);