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-rw-r--r--drivers/gles3/shaders/scene.glsl1
-rw-r--r--scene/gui/color_picker.cpp4
2 files changed, 4 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 01135a9bbd..04dba602dd 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -920,6 +920,7 @@ void main() {
#else
vec3 view = -normalize(vertex_interp);
#endif
+ highp mat4 model_matrix = world_transform;
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp
index 66c790b0d9..eb9f9039b7 100644
--- a/scene/gui/color_picker.cpp
+++ b/scene/gui/color_picker.cpp
@@ -1088,7 +1088,9 @@ void ColorPicker::_hsv_draw(int p_which, Control *c) {
} else if (p_which == 1) {
if (actual_shape == SHAPE_HSV_RECTANGLE) {
Ref<Texture2D> hue = get_theme_icon(SNAME("color_hue"), SNAME("ColorPicker"));
- c->draw_texture_rect(hue, Rect2(Point2(), c->get_size()));
+ c->draw_set_transform(Point2(), -Math_PI / 2, Size2(c->get_size().x, -c->get_size().y));
+ c->draw_texture_rect(hue, Rect2(Point2(), Size2(1, 1)));
+ c->draw_set_transform(Point2(), 0, Size2(1, 1));
int y = c->get_size().y - c->get_size().y * (1.0 - h);
Color col;
col.set_hsv(h, 1, 1);