Fix T43649: Geometry node breaks GLSL shading

The issue was caused by the recently added attribute, which is to be
added to the shader function even tho it's not supported.
This commit is contained in:
Sergey Sharybin
2015-02-13 15:23:41 +05:00
parent e63594a6e5
commit 261cd7f6bf

View File

@@ -2357,7 +2357,7 @@ void node_uvmap(vec3 attr_uv, out vec3 outvec)
void node_geometry(vec3 I, vec3 N, mat4 toworld,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,
out float backfacing)
out float backfacing, out float pointiness)
{
position = (toworld*vec4(I, 1.0)).xyz;
normal = (toworld*vec4(N, 0.0)).xyz;
@@ -2370,6 +2370,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
parametric = vec3(0.0);
backfacing = (gl_FrontFacing)? 0.0: 1.0;
pointiness = 0.0;
}
void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,