| @@ -121,7 +121,6 @@ DefaultShaderData::DefaultShaderData(uint16_t vert_decl_flags, Shader* shader, b | |||||
| void DefaultShaderData::SetupDefaultData(bool with_UV) | void DefaultShaderData::SetupDefaultData(bool with_UV) | ||||
| { | { | ||||
| AddUniform("in_ModelView"); | AddUniform("in_ModelView"); | ||||
| //AddUniform("in_Inv_ModelView"); | |||||
| AddUniform("in_View"); | AddUniform("in_View"); | ||||
| AddUniform("in_Inv_View"); | AddUniform("in_Inv_View"); | ||||
| AddUniform("in_Proj"); | AddUniform("in_Proj"); | ||||
| @@ -150,11 +149,11 @@ void DefaultShaderData::SetupShaderDatas(mat4 const &model) | |||||
| m_shader->SetUniform(*GetUniform("u_Lights"), light_data); | m_shader->SetUniform(*GetUniform("u_Lights"), light_data); | ||||
| m_shader->SetUniform(*GetUniform("in_ModelView"), modelview); | m_shader->SetUniform(*GetUniform("in_ModelView"), modelview); | ||||
| //m_shader->SetUniform(*GetUniform("in_Inv_ModelView"), inverse(modelview)); | |||||
| m_shader->SetUniform(*GetUniform("in_View"), view); | m_shader->SetUniform(*GetUniform("in_View"), view); | ||||
| m_shader->SetUniform(*GetUniform("in_Inv_View"), inverse(view)); | m_shader->SetUniform(*GetUniform("in_Inv_View"), inverse(view)); | ||||
| m_shader->SetUniform(*GetUniform("in_Proj"), proj); | m_shader->SetUniform(*GetUniform("in_Proj"), proj); | ||||
| m_shader->SetUniform(*GetUniform("in_NormalMat"), normalmat); | m_shader->SetUniform(*GetUniform("in_NormalMat"), normalmat); | ||||
| //This is not very nice, but necessary for emscripten WebGL generation. | |||||
| float f = 0.f; | float f = 0.f; | ||||
| m_shader->SetUniform(*GetUniform("in_Damage"), f); | m_shader->SetUniform(*GetUniform("in_Damage"), f); | ||||
| } | } | ||||