- this still doesn't work on Vulkan. :(

This commit is contained in:
Christoph Oelckers 2020-04-12 22:42:00 +02:00
commit 7c46dace03
3 changed files with 7 additions and 4 deletions

View file

@ -59,7 +59,7 @@ static FString NextGlslToken(const char *chars, long len, long &pos)
pos = tokenEnd;
return FString(chars + tokenStart, tokenEnd - tokenStart);
}
}
static bool isShaderType(const char *name)
{
@ -271,7 +271,7 @@ const FDefaultShader defaultshaders[] =
{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},