Unlit material supports tex matrix

This commit is contained in:
Vincent Lejeune
2014-08-19 01:36:06 +02:00
parent fcbc41171e
commit da90ea491e
3 changed files with 3 additions and 3 deletions

View File

@@ -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());

View File

@@ -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);

View File

@@ -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;