godot/drivers/gles2
Omar El Sheikh 20e7a4095e
Fix Vertex Attribute Specification Octahedral
For octahedral compressed normals/tangents, we use vec4 in the shader
regardless of whether a normal/tangent does/doesn't exist

For the case where we only have a normal vector, we need to specify that
there are only two components being used when calling glVertexAttrib

Before we would always specify that there were 4 components, and used
offsets to determine where in the vertex buffer to read data from but
this doesn't work on all platforms

(cherry picked from commit 8a43b222c7)
2021-11-15 22:28:23 +01:00
..
shaders clang-format: Disable alignment of operands, too unreliable 2021-10-28 13:23:38 +02:00
SCsub
rasterizer_canvas_base_gles2.cpp clang-format: Enable `BreakBeforeTernaryOperators` 2021-10-28 14:50:33 +02:00
rasterizer_canvas_base_gles2.h
rasterizer_canvas_gles2.cpp
rasterizer_canvas_gles2.h
rasterizer_gles2.cpp
rasterizer_gles2.h
rasterizer_scene_gles2.cpp Fix CSGPolygon Buffer Overflow 2021-10-18 11:39:54 -04:00
rasterizer_scene_gles2.h
rasterizer_storage_gles2.cpp Fix Vertex Attribute Specification Octahedral 2021-11-15 22:28:23 +01:00
rasterizer_storage_gles2.h
shader_compiler_gles2.cpp
shader_compiler_gles2.h
shader_gles2.cpp
shader_gles2.h