fixed UV2 source in shader graph, closes #1633
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@ -1288,8 +1288,8 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","vec3(UV2,0)","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","vec3(SCREEN_UV,0)","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
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{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
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