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authorGeorge Marques <george@gmarqu.es>2016-09-03 19:36:44 -0300
committerGeorge Marques <george@gmarqu.es>2016-09-03 19:36:44 -0300
commitc9b82498b4b8de7b5f4c19873421d32ca1749ed2 (patch)
tree0eb93a7f5534ae6ca54b7d31a274653bce806f71 /drivers/gles2/shaders/material.glsl
parent2eaad1cfd1c96538d7aaf8bbd46535f8a143d2ad (diff)
Fix drivers coding for WinRT
- Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues.
Diffstat (limited to 'drivers/gles2/shaders/material.glsl')
-rw-r--r--drivers/gles2/shaders/material.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index e68949b056..fd778f3442 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -811,7 +811,11 @@ void main() {
float specular_exp=1.0;
float glow=0.0;
float shade_param=0.0;
+#ifdef DISABLE_FRONT_FACING
+ float side=float(1)*2.0-1.0;
+#else
float side=float(gl_FrontFacing)*2.0-1.0;
+#endif
#if defined(ENABLE_TANGENT_INTERP)
vec3 binormal = normalize(binormal_interp)*side;
vec3 tangent = normalize(tangent_interp)*side;