Fix instancing on mobile and solid renderpaths

`gl_Position` was set before the instancing code in the vertex shader, this was the same issue as already fixed for desktop renderpaths in https://github.com/armory3d/armory/pull/2141
This commit is contained in:
Moritz Brückner 2021-05-26 12:42:11 +02:00
parent 7b5294121d
commit bdc2d91c1e

View file

@ -296,8 +296,6 @@ def make_forward_mobile(con_mesh):
vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
frag.ins = vert.outs
make_attrib.write_vertpos(vert)
frag.add_include('compiled.inc')
frag.write('vec3 basecol;')
frag.write('float roughness;')
@ -344,6 +342,8 @@ def make_forward_mobile(con_mesh):
make_attrib.write_norpos(con_mesh, vert)
frag.write_attrib('vec3 n = normalize(wnormal);')
make_attrib.write_vertpos(vert)
frag.add_include('std/math.glsl')
frag.add_include('std/brdf.glsl')
@ -474,8 +474,6 @@ def make_forward_solid(con_mesh):
vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);')
frag.ins = vert.outs
make_attrib.write_vertpos(vert)
frag.add_include('compiled.inc')
frag.write('vec3 basecol;')
frag.write('float roughness;')
@ -512,6 +510,7 @@ def make_forward_solid(con_mesh):
vert.write('vcolor = col.rgb;')
make_attrib.write_norpos(con_mesh, vert, write_nor=False)
make_attrib.write_vertpos(vert)
frag.add_out('vec4 fragColor')
if blend and parse_opacity: