Fix material shader inputs not being updated properly

This commit is contained in:
rdb 2016-11-27 14:24:37 +01:00
parent b02e3521bc
commit 78bf339c41
2 changed files with 2 additions and 2 deletions

View File

@ -901,7 +901,7 @@ reflect_uniform(int i, char *name_buffer, GLsizei name_buflen) {
bind._func = Shader::SMF_first; bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_attr_material; bind._part[0] = Shader::SMO_attr_material;
bind._arg[0] = NULL; bind._arg[0] = NULL;
bind._dep[0] = Shader::SSD_general | Shader::SSD_material; bind._dep[0] = Shader::SSD_general | Shader::SSD_material | Shader::SSD_frame;
bind._part[1] = Shader::SMO_identity; bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL; bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE; bind._dep[1] = Shader::SSD_NONE;

View File

@ -376,7 +376,7 @@ cp_dependency(ShaderMatInput inp) {
return SSD_NONE; return SSD_NONE;
} }
if (inp == SMO_attr_material || inp == SMO_attr_material2) { if (inp == SMO_attr_material || inp == SMO_attr_material2) {
dep |= SSD_material; dep |= SSD_material | SSD_frame;
} }
if (inp == SMO_attr_color) { if (inp == SMO_attr_color) {
dep |= SSD_color; dep |= SSD_color;