- this still doesn't work on Vulkan. :(
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dd5de4ce51
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7c46dace03
3 changed files with 7 additions and 4 deletions
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@ -59,7 +59,7 @@ static FString NextGlslToken(const char *chars, long len, long &pos)
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pos = tokenEnd;
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return FString(chars + tokenStart, tokenEnd - tokenStart);
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}
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}
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static bool isShaderType(const char *name)
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{
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@ -271,7 +271,7 @@ const FDefaultShader defaultshaders[] =
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
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