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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-11-18 17:04:44 +0100 |
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committer | GitHub <noreply@github.com> | 2020-02-11 12:06:11 +0100 |
commit | 4696cd07b68893a589f956193f4bb2ad94b5ca10 (patch) | |
tree | e4dcc9a3947841470d6a4864b8bf14af8e9c5908 /servers/visual/rasterizer_rd | |
parent | cc674a5cda35c1f70217ac62c312af791fe3464c (diff) | |
parent | 0e20e349f13ea073fe8e9b447eb3e79a11e0f44d (diff) |
Merge pull request #33631 from MatiasPi/pr_shader_variable_change
Changed variable name in shader because it was too generic
Diffstat (limited to 'servers/visual/rasterizer_rd')
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/canvas.glsl b/servers/visual/rasterizer_rd/shaders/canvas.glsl index 7c0b82065a..63f3ca1c08 100644 --- a/servers/visual/rasterizer_rd/shaders/canvas.glsl +++ b/servers/visual/rasterizer_rd/shaders/canvas.glsl @@ -439,7 +439,7 @@ FRAGMENT_SHADER_CODE light_base >>= (i & 3) * 8; light_base &= 0xFF; - vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].matrix[0], light_array.data[light_base].matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv); vec4 light_base_color = light_array.data[light_base].color; diff --git a/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl b/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl index bd4dd47eff..73a0f6ffe4 100644 --- a/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl @@ -104,7 +104,7 @@ layout(set = 2, binding = 2, std140) uniform SkeletonData { #define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22) struct Light { - mat2x4 matrix; //light to texture coordinate matrix (transposed) + mat2x4 texture_matrix; //light to texture coordinate matrix (transposed) mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed) vec4 color; vec4 shadow_color; |