KTX Texture compression fixed for opaque textures without an alpha channel.

KTX Texture mipmaps now loading correctly.

--HG--
branch : nfb
This commit is contained in:
2014-01-04 03:36:56 -08:00
parent 5de7ef1d26
commit f6da62221f
6 changed files with 80 additions and 34 deletions

View File

@@ -25,11 +25,11 @@
// or implied, of Kearwood Gilbert.
//
// #extension GL_EXT_shadow_samplers : require
//#extension GL_EXT_shadow_samplers : require
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
#endif
#if FOG_TYPE > 0
@@ -116,18 +116,27 @@ uniform mediump float rim_power;
uniform sampler2D reflectionTexture;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
uniform lowp vec3 material_reflection;
uniform samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_world_matrix;
varying mediump vec3 eyeVec;
#define NEED_EYEVEC
uniform highp mat4 model_matrix;
#else
varying mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
#endif
#if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers
@@ -398,4 +407,14 @@ void main()
#endif
#if ENABLE_RIM_COLOR == 1
lowp float rim = 1.0 - clamp(dot(normalize(eyeVec), normal), 0.0, 1.0);
gl_FragColor += vec4(rim_color, 1.0) * pow(rim, rim_power);
#endif
#if BONE_COUNT > 0
gl_FragColor.b = 1.0;
#endif
}