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authorDan Goodliffe <dan@randomdan.homeip.net>2024-08-10 18:01:13 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-08-10 18:10:04 +0100
commit26c60d5ace9b2a0667a930c4c92a3990a1d7d1dc (patch)
tree7244d9e1902d2a2c90ad2e92e00ea53343c288cf /gfx/gl/shaders/materialCommon.glsl
parentPull material detail function into a common file (diff)
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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.glsl6
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);
}