Changed variable name in shader because it was too generic
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@ -439,7 +439,7 @@ FRAGMENT_SHADER_CODE
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light_base >>= (i & 3) * 8;
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light_base &= 0xFF;
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vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].matrix[0], light_array.data[light_base].matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
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vec4 light_base_color = light_array.data[light_base].color;
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@ -104,7 +104,7 @@ layout(set = 2, binding = 2, std140) uniform SkeletonData {
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#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
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struct Light {
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mat2x4 matrix; //light to texture coordinate matrix (transposed)
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mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
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mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
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vec4 color;
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vec4 shadow_color;
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