diff --git a/panda/src/glstuff/glGraphicsStateGuardian_src.cxx b/panda/src/glstuff/glGraphicsStateGuardian_src.cxx index 4de04bf814..0bb976eb25 100644 --- a/panda/src/glstuff/glGraphicsStateGuardian_src.cxx +++ b/panda/src/glstuff/glGraphicsStateGuardian_src.cxx @@ -171,23 +171,23 @@ static const string default_vshader = #endif "in vec4 p3d_Vertex;\n" "in vec4 p3d_Color;\n" - "in vec2 p3d_MultiTexCoord0;\n" - "out vec2 texcoord;\n" + "in vec4 p3d_MultiTexCoord0;\n" + "out vec3 texcoord;\n" "out vec4 color;\n" #else "#version 100\n" "precision mediump float;\n" "attribute vec4 p3d_Vertex;\n" "attribute vec4 p3d_Color;\n" - "attribute vec2 p3d_MultiTexCoord0;\n" - "varying vec2 texcoord;\n" + "attribute vec4 p3d_MultiTexCoord0;\n" + "varying vec3 texcoord;\n" "varying lowp vec4 color;\n" #endif "uniform mat4 p3d_ModelViewProjectionMatrix;\n" "uniform vec4 p3d_ColorScale;\n" "void main(void) {\n" " gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;\n" - " texcoord = p3d_MultiTexCoord0;\n" + " texcoord = p3d_MultiTexCoord0.xyw;\n" " color = p3d_Color * p3d_ColorScale;\n" "}\n"; @@ -203,15 +203,15 @@ static const string default_vshader_fp64 = "#extension GL_ARB_gpu_shader_fp64 : require\n" "in dvec3 p3d_Vertex;\n" "in vec4 p3d_Color;\n" - "in dvec2 p3d_MultiTexCoord0;\n" - "out vec2 texcoord;\n" + "in dvec4 p3d_MultiTexCoord0;\n" + "out vec3 texcoord;\n" "out vec4 color;\n" "uniform mat4 p3d_ModelViewMatrix;\n" "uniform mat4 p3d_ProjectionMatrix;\n" "uniform vec4 p3d_ColorScale;\n" "void main(void) {\n" // Apply proj & modelview in two steps, more precise " gl_Position = vec4(dmat4(p3d_ProjectionMatrix) * (dmat4(p3d_ModelViewMatrix) * dvec4(p3d_Vertex, 1)));\n" - " texcoord = vec2(p3d_MultiTexCoord0);\n" + " texcoord = vec3(p3d_MultiTexCoord0.xyw);\n" " color = p3d_Color * p3d_ColorScale;\n" "}\n"; @@ -220,15 +220,15 @@ static const string default_vshader_fp64_gl41 = "#version 410\n" "in dvec3 p3d_Vertex;\n" "in vec4 p3d_Color;\n" - "in dvec2 p3d_MultiTexCoord0;\n" - "out vec2 texcoord;\n" + "in dvec4 p3d_MultiTexCoord0;\n" + "out vec3 texcoord;\n" "out vec4 color;\n" "uniform mat4 p3d_ModelViewMatrix;\n" "uniform mat4 p3d_ProjectionMatrix;\n" "uniform vec4 p3d_ColorScale;\n" "void main(void) {\n" // Apply proj & modelview in two steps, more precise " gl_Position = vec4(dmat4(p3d_ProjectionMatrix) * (dmat4(p3d_ModelViewMatrix) * dvec4(p3d_Vertex, 1)));\n" - " texcoord = vec2(p3d_MultiTexCoord0);\n" + " texcoord = vec3(p3d_MultiTexCoord0.xyw);\n" " color = p3d_Color * p3d_ColorScale;\n" "}\n"; #endif @@ -240,7 +240,7 @@ static const string default_fshader = #else "#version 130\n" #endif - "in vec2 texcoord;\n" + "in vec3 texcoord;\n" "in vec4 color;\n" "out vec4 p3d_FragColor;\n" "uniform sampler2D p3d_Texture0;\n" @@ -248,18 +248,18 @@ static const string default_fshader = #else "#version 100\n" "precision mediump float;\n" - "varying vec2 texcoord;\n" + "varying vec3 texcoord;\n" "varying lowp vec4 color;\n" "uniform lowp sampler2D p3d_Texture0;\n" "uniform lowp vec4 p3d_TexAlphaOnly;\n" #endif "void main(void) {\n" #ifndef OPENGLES - " p3d_FragColor = texture(p3d_Texture0, texcoord);\n" + " p3d_FragColor = textureProj(p3d_Texture0, texcoord);\n" " p3d_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering " p3d_FragColor *= color;\n" #else - " gl_FragColor = texture2D(p3d_Texture0, texcoord);\n" + " gl_FragColor = texture2DProj(p3d_Texture0, texcoord);\n" " gl_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering " gl_FragColor *= color;\n" #endif