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Update shader pipeline calls

This commit is contained in:
Jack Andersen
2016-03-23 22:07:22 -10:00
parent bc2fe81a9e
commit 7f8e21a999
7 changed files with 54 additions and 54 deletions

View File

@@ -128,16 +128,16 @@ CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo:
m_texAlpha = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
boo::Primitive::TriStrips, false, true, false);
m_texAdditive = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
boo::Primitive::TriStrips, false, false, false);
m_noTexAlpha = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
boo::Primitive::TriStrips, false, true, false);
m_noTexAdditive = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
boo::Primitive::TriStrips, false, false, false);
return new struct OGLLineDataBindingFactory;
}