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authorMatias Pierdomenico <matiaspier2@gmail.com>2019-11-14 20:32:54 -0300
committerMatias Pierdomenico <matiaspier2@gmail.com>2020-02-11 12:06:05 +0100
commit0e20e349f13ea073fe8e9b447eb3e79a11e0f44d (patch)
treee4dcc9a3947841470d6a4864b8bf14af8e9c5908
parentcc674a5cda35c1f70217ac62c312af791fe3464c (diff)
Changed variable name in shader because it was too generic
-rw-r--r--servers/visual/rasterizer_rd/shaders/canvas.glsl2
-rw-r--r--servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/canvas.glsl b/servers/visual/rasterizer_rd/shaders/canvas.glsl
index 7c0b82065a..63f3ca1c08 100644
--- a/servers/visual/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/visual/rasterizer_rd/shaders/canvas.glsl
@@ -439,7 +439,7 @@ FRAGMENT_SHADER_CODE
light_base >>= (i & 3) * 8;
light_base &= 0xFF;
- vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].matrix[0], light_array.data[light_base].matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+ vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
vec4 light_base_color = light_array.data[light_base].color;
diff --git a/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl b/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
index bd4dd47eff..73a0f6ffe4 100644
--- a/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
@@ -104,7 +104,7 @@ layout(set = 2, binding = 2, std140) uniform SkeletonData {
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
struct Light {
- mat2x4 matrix; //light to texture coordinate matrix (transposed)
+ mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
vec4 shadow_color;