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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-12-13 10:41:32 +0100
committerGitHub <noreply@github.com>2018-12-13 10:41:32 +0100
commit199c294d4c1f432be4370492902fdf7f9d7fccec (patch)
tree0ccd6bab398f29680a82e61451d26c73e6e9ed96 /drivers
parent28f78ef844cfce133dd474432a3bc20627ed5cc9 (diff)
parent7c55228f5cc2c1d33b26132d973aad3f0620345c (diff)
Merge pull request #24312 from QbieShay/fix_uv_vert
fixed uv missing in vertex shader of canvas.
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/shaders/canvas.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 51a4edd233..974eff86f3 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -145,6 +145,8 @@ void main() {
#define extra_matrix extra_matrix_instance
+ //for compatibility with the fragment shader we need to use uv here
+ vec2 uv = uv_interp;
{
/* clang-format off */
@@ -153,6 +155,8 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+ uv_interp = uv;
+
#ifdef USE_NINEPATCH
pixel_size_interp = abs(dst_rect.zw) * vertex;