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authorJuan Linietsky <reduzio@gmail.com>2016-09-10 11:47:42 -0300
committerGitHub <noreply@github.com>2016-09-10 11:47:42 -0300
commit7a27d5d9e7db4a52b1c9dcac474f6478d3c17efa (patch)
tree3b8abf061381d192728ca10d0a51a30e93dd6d89 /drivers/gles2
parentc2b70fdd6947c397cf0ad3fd9aa1cceacaeb1ba3 (diff)
parent15458c8e6a4945ab27f9aa4ca31fd1eeef0e2cb7 (diff)
Merge pull request #6363 from vnen/winrt
Fix the support for WinRT/UWP
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp10
-rw-r--r--drivers/gles2/shaders/material.glsl4
2 files changed, 13 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 3809f4c7b9..1986ddced2 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -5210,7 +5210,6 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
//glDepthMask( true );
-
}
@@ -10843,6 +10842,11 @@ void RasterizerGLES2::init() {
copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
#endif
+#ifdef ANGLE_ENABLED
+ // Fix for ANGLE
+ material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true);
+#endif
+
shadow=NULL;
shadow_pass=0;
@@ -10930,7 +10934,11 @@ void RasterizerGLES2::init() {
srgb_supported=extensions.has("GL_EXT_sRGB");
+#ifndef ANGLE_ENABLED
s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc");
+#else
+ s3tc_srgb_supported = s3tc_supported;
+#endif
latc_supported = extensions.has("GL_EXT_texture_compression_latc");
anisotropic_level=1.0;
use_anisotropic_filter=extensions.has("GL_EXT_texture_filter_anisotropic");
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;