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author | George Marques <george@gmarqu.es> | 2016-09-03 19:36:44 -0300 |
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committer | George Marques <george@gmarqu.es> | 2016-09-03 19:36:44 -0300 |
commit | c9b82498b4b8de7b5f4c19873421d32ca1749ed2 (patch) | |
tree | 0eb93a7f5534ae6ca54b7d31a274653bce806f71 /drivers/gles2/shaders/material.glsl | |
parent | 2eaad1cfd1c96538d7aaf8bbd46535f8a143d2ad (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.glsl | 4 |
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; |