Unlit material supports tex matrix
This commit is contained in:
@@ -394,7 +394,7 @@ void IrrDriver::renderSolidSecondPass()
|
||||
TexUnit(MeshShader::GrassPass2Shader::getInstance()->TU_Albedo, true)
|
||||
), ListMatGrass::getInstance());
|
||||
|
||||
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD, 1>(TexUnits(
|
||||
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD, 3, 1>(TexUnits(
|
||||
TexUnit(MeshShader::ObjectUnlitShader::getInstance()->TU_tex, true)
|
||||
), ListMatUnlit::getInstance());
|
||||
|
||||
|
||||
@@ -813,7 +813,7 @@ namespace MeshShader
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
|
||||
AssignUniforms("ModelMatrix");
|
||||
AssignUniforms("ModelMatrix", "TextureMatrix");
|
||||
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
|
||||
@@ -261,7 +261,7 @@ public:
|
||||
DetailledObjectPass2Shader();
|
||||
};
|
||||
|
||||
class ObjectUnlitShader : public ShaderHelperSingleton<ObjectUnlitShader, core::matrix4>
|
||||
class ObjectUnlitShader : public ShaderHelperSingleton<ObjectUnlitShader, core::matrix4, core::matrix4>
|
||||
{
|
||||
public:
|
||||
GLuint TU_tex;
|
||||
|
||||
Reference in New Issue
Block a user