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bugfix #1066
texcoord connector on the vertexshader to avoid link time error
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@ -111,6 +111,20 @@ ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureD
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return res;
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}
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void SpecularMapGLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
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{
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MultiLine *meta = new MultiLine;
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// Add the texture coords.
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getOutTexCoord("texCoord",
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"vec2",
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true,
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fd.features[MFT_TexAnim],
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meta,
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componentList);
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output = meta;
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}
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void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
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{
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@ -150,4 +164,4 @@ void SpecularMapGLSL::setTexData( Material::StageData &stageDat,
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passData.mSamplerNames[ texIndex ] = "specularMap";
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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}
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}
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