Commit 8571c331ff46ac0c1a71360f9709c7c052e963b8

Authored by Eunki Hong
1 parent 13897106

Remove useless warning message for scene3d example

Change-Id: I871bd9a5f3f93811e842f3593e7c67791a98a0ec
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
resources/shaders/dli_pbr.fsh
... ... @@ -51,6 +51,7 @@ in vec2 vUV;
51 51 in vec3 vNormal;
52 52 in vec3 vTangent;
53 53 in vec3 vViewVec;
  54 +in vec4 vColor;
54 55  
55 56 out vec4 FragColor;
56 57  
... ... @@ -82,7 +83,7 @@ void main()
82 83 discard;
83 84 }
84 85 #endif //ALPHA_TEST
85   - vec3 albedoColor = albedoAlpha.rgb * uColor.rgb;
  86 + vec3 albedoColor = albedoAlpha.rgb * vColor.rgb * uColor.rgb;
86 87  
87 88 vec4 metalRoughness = texture(sMetalRoughness, vUV.st);
88 89 float metallic = metalRoughness.METALLIC * uMetallicFactor;
... ... @@ -91,7 +92,7 @@ void main()
91 92 vec3 normalMap = texture(sNormal, vUV.st).rgb;
92 93 #else //THREE_TEX
93 94 vec4 albedoMetal = texture(sAlbedoMetal, vUV.st);
94   - vec3 albedoColor = albedoMetal.rgb * uColor.rgb;
  95 + vec3 albedoColor = albedoMetal.rgb * vColor.rgb * uColor.rgb;
95 96 float metallic = albedoMetal.a * uMetallicFactor;
96 97  
97 98 vec4 normalRoughness = texture(sNormalRoughness, vUV.st);
... ...
resources/shaders/dli_pbr.vsh
... ... @@ -10,6 +10,7 @@ in vec3 aPosition;
10 10 in vec2 aTexCoord;
11 11 in vec3 aNormal;
12 12 in vec3 aTangent;
  13 +in vec4 aVertexColor;
13 14  
14 15 #ifdef MORPH
15 16 uniform sampler2D sBlendShapeGeometry;
... ... @@ -19,6 +20,7 @@ out vec2 vUV;
19 20 out vec3 vNormal;
20 21 out vec3 vTangent;
21 22 out vec3 vViewVec;
  23 +out vec4 vColor;
22 24  
23 25  
24 26 uniform highp mat4 uMvpMatrix;
... ... @@ -150,5 +152,7 @@ void main()
150 152 vUV = aTexCoord;
151 153 #endif
152 154  
  155 + vColor = aVertexColor;
  156 +
153 157 vViewVec = viewPosition.xyz;
154 158 }
... ...