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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-10 18:01:13 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-10 18:10:04 +0100 |
commit | 26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc (patch) | |
tree | 7244d9e1902d2a2c90ad2e92e00ea53343c288cf /gfx/gl/shaders/materialCommon.glsl | |
parent | Pull material detail function into a common file (diff) | |
download | ilt-26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc.tar.bz2 ilt-26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc.tar.xz ilt-26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc.zip |
Fix texture usage via materials in shadows
This is a mess of a commit much like the shader folder, need a better way of dealing
with them.
Diffstat (limited to 'gfx/gl/shaders/materialCommon.glsl')
-rw-r--r-- | gfx/gl/shaders/materialCommon.glsl | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/gfx/gl/shaders/materialCommon.glsl b/gfx/gl/shaders/materialCommon.glsl index a915ce3..3fe2237 100644 --- a/gfx/gl/shaders/materialCommon.glsl +++ b/gfx/gl/shaders/materialCommon.glsl @@ -1,5 +1,3 @@ -layout(binding = 0) uniform sampler2D texture0; - float map(uint mapmode, float value) { @@ -28,8 +26,8 @@ vec4 getTextureColour(MaterialDetail mat, vec2 uv) { if (mat.textureSize.x > 0) { - const vec2 tSize = textureSize(texture0, 0); + const vec2 tSize = textureSize(textureAlbedo, 0); uv = (mat.textureOrigin + mat.textureSize * map(mat.mapmode, uv)) / tSize; } - return texture(texture0, uv); + return texture(textureAlbedo, uv); } |