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-rw-r--r--drivers/gles3/shaders/canvas.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl92
2 files changed, 46 insertions, 48 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 4bbb18ce42..0b8230234b 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -171,7 +171,7 @@ VERTEX_SHADER_CODE
#ifdef USE_PIXEL_SNAP
- outvec.xy=floor(outvec+0.5);
+ outvec.xy=floor(outvec+0.5).xy;
#endif
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 9bc2bc079d..bb9ff29a8e 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -296,6 +296,48 @@ void main() {
#endif
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+
+ vec3 binormal = normalize( cross(normal,tangent) * binormalf );
+#endif
+
+#if defined(ENABLE_UV_INTERP)
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
+ vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
+
+ highp mat4 local_projection = projection_matrix;
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = world_matrix * vertex;
+ normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
+
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
+
+ tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz);
+ binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz);
+#endif
+#endif
+
+ float roughness=0.0;
+
+//defines that make writing custom shaders easier
+#define projection_matrix local_projection
+#define world_transform world_matrix
+
+
#ifdef USE_SKELETON
{
//skeleton transform
@@ -333,57 +375,13 @@ void main() {
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
) * bone_weights.w;
+ mat4 bone_matrix = transpose(mat4(m[0],m[1],m[2],vec4(0.0,0.0,0.0,1.0)));
- vertex.xyz = vertex * m;
-
- normal = vec4(normal,0.0) * m;
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- tangent.xyz = vec4(tangent.xyz,0.0) * m;
-#endif
+ world_matrix = bone_matrix * world_matrix;
}
#endif
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-
- vec3 binormal = normalize( cross(normal,tangent) * binormalf );
-#endif
-
-#if defined(ENABLE_UV_INTERP)
- uv_interp = uv_attrib;
-#endif
-
-#if defined(ENABLE_UV2_INTERP) || defined(USE_LIGHTMAP)
- uv2_interp = uv2_attrib;
-#endif
-
-#if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM)
- vec4 instance_custom = instance_custom_data;
-#else
- vec4 instance_custom = vec4(0.0);
-#endif
-
- highp mat4 modelview = camera_inverse_matrix * world_matrix;
- highp mat4 local_projection = projection_matrix;
-
-//using world coordinates
-#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
-
- vertex = world_matrix * vertex;
- normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
-
-#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-
- tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz);
- binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz);
-#endif
-#endif
-
- float roughness=0.0;
-
-//defines that make writing custom shaders easier
-#define projection_matrix local_projection
-#define world_transform world_matrix
+ mat4 modelview = camera_inverse_matrix * world_matrix;
{
VERTEX_SHADER_CODE