Mobile shader fix
This commit is contained in:
parent
66cf1464ec
commit
9cc5216bdf
|
@ -414,9 +414,10 @@ def make_forward_mobile(con_mesh):
|
||||||
vert.write_attrib('vec4 spos = vec4(pos, 1.0);')
|
vert.write_attrib('vec4 spos = vec4(pos, 1.0);')
|
||||||
frag.ins = vert.outs
|
frag.ins = vert.outs
|
||||||
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
|
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix')
|
||||||
vert.add_uniform('mat4 W', '_worldMatrix')
|
# Written in finalizer
|
||||||
vert.add_out('vec3 wposition')
|
# vert.add_uniform('mat4 W', '_worldMatrix')
|
||||||
vert.write_attrib('wposition = vec4(W * spos).xyz;')
|
# vert.add_out('vec3 wposition')
|
||||||
|
# vert.write_attrib('wposition = vec4(W * spos).xyz;')
|
||||||
vert.write('gl_Position = WVP * spos;')
|
vert.write('gl_Position = WVP * spos;')
|
||||||
|
|
||||||
frag.add_include('compiled.glsl')
|
frag.add_include('compiled.glsl')
|
||||||
|
|
Loading…
Reference in a new issue