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Transform texture UVs with provided tex. matrix (#9515)
author
Danila Shutov
<dcbrwn2@gmail.com>
Mon, 16 Mar 2020 21:57:46 +0000
(
00:57
+0300)
committer
GitHub
<noreply@github.com>
Mon, 16 Mar 2020 21:57:46 +0000
(22:57 +0100)
fixes #9481
client/shaders/object_shader/opengl_vertex.glsl
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diff --git
a/client/shaders/object_shader/opengl_vertex.glsl
b/client/shaders/object_shader/opengl_vertex.glsl
index 99b9b2709918c8cf9b424ce5fc0b8c857ab0ee02..4880893922bc659df4274e0988b3c1add738cfe3 100644
(file)
--- a/
client/shaders/object_shader/opengl_vertex.glsl
+++ b/
client/shaders/object_shader/opengl_vertex.glsl
@@
-27,7
+27,7
@@
float directional_ambient(vec3 normal)
void main(void)
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[0] = gl_
TextureMatrix[0] * gl_
MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = gl_Position.xyz;