summaryrefslogtreecommitdiff
path: root/drivers/gles3
diff options
context:
space:
mode:
authorBruno Lourenço <madequa@users.noreply.github.com>2019-12-23 00:00:18 +0000
committerBruno Lourenço <madequa@users.noreply.github.com>2019-12-23 00:00:18 +0000
commitf26c9d650b72a8b1b30254914bc486569e611ce4 (patch)
treeebd0b71a92427b8be2c7a7a03fa8f98f4c433cf6 /drivers/gles3
parent56d44aaac96747d2311b11702598c2e65551f411 (diff)
Fix 2D lighting when using skeleton.
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp7
-rw-r--r--drivers/gles3/shaders/canvas.glsl2
2 files changed, 6 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 1803a3dbbe..642cc0f763 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1413,7 +1413,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
}
if (skeleton) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
@@ -1674,7 +1674,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
bool light_rebind = state.canvas_shader.bind();
if (light_rebind) {
-
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
@@ -1683,6 +1682,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
}
+ if (state.using_skeleton) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
+ }
}
glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 53f84abf51..9116868f68 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -55,7 +55,7 @@ out highp vec2 pixel_size_interp;
#endif
#ifdef USE_SKELETON
-uniform mediump sampler2D skeleton_texture; // texunit:-1
+uniform mediump sampler2D skeleton_texture; // texunit:-4
uniform highp mat4 skeleton_transform;
uniform highp mat4 skeleton_transform_inverse;
#endif