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authorJuan Linietsky <juan@okamstudio.com>2015-01-20 20:25:19 -0300
committerJuan Linietsky <juan@okamstudio.com>2015-01-20 20:36:25 -0300
commit11c1756257368f3cd41702016c3303c0d22e3b59 (patch)
tree65a18926a726df7e550e964f8e0169a6fe8268ba /drivers/gles2/shaders
parent79af8057107214a385505d3b130c42d8e4a7a875 (diff)
Visual Shader Editing for 2D
Editing 2D shaders with visual editor seems to work now.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/canvas.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 5a26f7321e..dc0af017d0 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -52,8 +52,10 @@ void main() {
VERTEX_SHADER_CODE
}
+#if !defined(USE_WORLD_VEC)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
+#endif
#ifdef USE_PIXEL_SNAP
@@ -61,15 +63,15 @@ VERTEX_SHADER_CODE
#endif
+ gl_Position = projection_matrix * outvec;
+
#ifdef USE_LIGHTING
- light_tex_pos.xy = light_matrix * outvec;
+ light_tex_pos.xy = light_matrix * gl_Position;
light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
#endif
-
- gl_Position = projection_matrix * outvec;
}
[fragment]