From Farshild Laskari, "The vertex shader for the point stateset of PrecipitationEffect was not properly computing the clip vertex. It needed to apply a modelview transformation to the clip vertex. Attached is the fix."
This commit is contained in:
@@ -635,7 +635,7 @@ void PrecipitationEffect::setUpGeometries(unsigned int numParticles)
|
||||
" gl_PointSize = ceil(pointSize);\n"
|
||||
" \n"
|
||||
" colour.a = 0.05+(pointSize*pointSize)/(gl_PointSize*gl_PointSize);\n"
|
||||
" gl_ClipVertex = v_current;\n"
|
||||
" gl_ClipVertex = gl_ModelViewMatrix * v_current;\n"
|
||||
"}\n";
|
||||
|
||||
char fragmentShaderSource[] =
|
||||
|
||||
Reference in New Issue
Block a user