texcoord connector on the vertexshader to avoid link time error
This commit is contained in:
Anis 2014-12-19 12:22:36 +01:00
parent 62f880af24
commit 1751e60734

View file

@ -111,6 +111,20 @@ ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureD
return res;
}
void SpecularMapGLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
{
MultiLine *meta = new MultiLine;
// Add the texture coords.
getOutTexCoord("texCoord",
"vec2",
true,
fd.features[MFT_TexAnim],
meta,
componentList);
output = meta;
}
void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
@ -150,4 +164,4 @@ void SpecularMapGLSL::setTexData( Material::StageData &stageDat,
passData.mSamplerNames[ texIndex ] = "specularMap";
passData.mTexSlot[ texIndex++ ].texObject = tex;
}
}
}