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authorJuan Linietsky <reduzio@gmail.com>2019-02-16 19:39:01 -0300
committerJuan Linietsky <reduzio@gmail.com>2019-02-16 19:39:35 -0300
commitbe9b938398a6cbca29f1702e68811441d4aa08fb (patch)
treee86545100b24fe0d262ca73007435880f44fce4f /drivers/gles3
parentf6fcbcfe9eb09af63b545865d7341190519ac63e (diff)
Fix skeleton not being updated in shader, closes #25911
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 29b4b0c6c4..0cda8acba8 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1322,6 +1322,8 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
} else {
state.using_skeleton = false;
}