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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2018-12-13 10:41:32 +0100 |
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committer | GitHub <noreply@github.com> | 2018-12-13 10:41:32 +0100 |
commit | 199c294d4c1f432be4370492902fdf7f9d7fccec (patch) | |
tree | 0ccd6bab398f29680a82e61451d26c73e6e9ed96 /drivers | |
parent | 28f78ef844cfce133dd474432a3bc20627ed5cc9 (diff) | |
parent | 7c55228f5cc2c1d33b26132d973aad3f0620345c (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.glsl | 4 |
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; |