diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-09-10 11:47:42 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2016-09-10 11:47:42 -0300 |
commit | 7a27d5d9e7db4a52b1c9dcac474f6478d3c17efa (patch) | |
tree | 3b8abf061381d192728ca10d0a51a30e93dd6d89 /drivers/gles2 | |
parent | c2b70fdd6947c397cf0ad3fd9aa1cceacaeb1ba3 (diff) | |
parent | 15458c8e6a4945ab27f9aa4ca31fd1eeef0e2cb7 (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.cpp | 10 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 4 |
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; |