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Intel OpenGL - fix a crash/shader compile error when you activate Vertex Lit from Material Editor
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commit
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1 changed files with 7 additions and 7 deletions
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@ -1425,6 +1425,13 @@ void VertLitGLSL::processVert( Vector<ShaderComponent*> &componentList,
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Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
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Var* outColor = dynamic_cast< Var* >( LangElement::find( "vertColor" ) );
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if( !outColor )
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if( !outColor )
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{
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{
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// Grab the connector color
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outColor = connectComp->getElement( RT_COLOR );
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outColor->setName( "vertColor" );
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outColor->setStructName( "OUT" );
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outColor->setType( "vec4" );
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// Search for vert color
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// Search for vert color
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Var *inColor = (Var*) LangElement::find( "diffuse" );
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Var *inColor = (Var*) LangElement::find( "diffuse" );
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@ -1435,13 +1442,6 @@ void VertLitGLSL::processVert( Vector<ShaderComponent*> &componentList,
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return;
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return;
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}
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}
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// Grab the connector color
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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Var *outColor = connectComp->getElement( RT_COLOR );
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outColor->setName( "vertColor" );
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outColor->setStructName( "OUT" );
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outColor->setType( "vec4" );
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output = new GenOp( " @ = @;\r\n", outColor, inColor );
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output = new GenOp( " @ = @;\r\n", outColor, inColor );
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}
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}
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else
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else
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