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Divide-Framework

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Diff Revisions 167 vs 168 for /trunk/assets/shaders/GLSL/DeferredShadingPass1.glsl

Diff revisions: vs.
  @@ -85,7 +85,7 @@
85 85 out vec4 blendOutput; // layout(location = 3)
86 86
87 87 uniform sampler2D texDiffuse0;
88 - uniform sampler2D texBump;
88 + uniform sampler2D texNormalMap;
89 89
90 90 void main( void ){
91 91
  @@ -94,7 +94,7 @@
94 94
95 95 diffuseOutput = color;
96 96 posOutput = vec4(position,1);
97 - normOutput = (texture(texBump,_texCoord) * 2 -
97 + normOutput = (texture(texNormalMap,_texCoord) * 2 -
98 98 vec4(1,1,1,0)) * TBN;
99 99 blendOutput.rgb = color.rgb * color.a; // Pre multiplied alpha
100 100 blendOutput.a = color.a;