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Apply texture matrix 0 in the object shader

This commit is contained in:
Chris Robinson 2013-04-06 09:45:26 -07:00
parent 59f1d4b047
commit e50b6b1cfe

View file

@ -36,6 +36,8 @@
SH_BEGIN_PROGRAM SH_BEGIN_PROGRAM
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix) shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, textureMatrix0) @shAutoConstant(textureMatrix0, texture_matrix, 0)
#if (VIEWPROJ_FIX) || (SHADOWS) #if (VIEWPROJ_FIX) || (SHADOWS)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix) shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif #endif
@ -118,7 +120,7 @@
{ {
shOutputPosition = shMatrixMult(wvp, shInputPosition); shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV.xy = uv0; UV.xy = shMatrixMult (textureMatrix0, float4(uv0,0,1)).xy;
#if SECOND_UV_SET #if SECOND_UV_SET
UV.zw = uv1; UV.zw = uv1;
#endif #endif