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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-19 02:05:56 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-19 02:05:56 +0100 |
commit | 2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177 (patch) | |
tree | 56a53ac708b93b9db35e8ac688f5670b4b09743b /gfx/gl/shaders/shadowDynamicPointInst.vs | |
parent | Export mesh size and primitive type (diff) | |
download | ilt-2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177.tar.bz2 ilt-2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177.tar.xz ilt-2c4198bc83b5007a3ba7c00f85e4e70fcb9f6177.zip |
Fix type of basic instanced shader
It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's
all in the vertex data.
Diffstat (limited to 'gfx/gl/shaders/shadowDynamicPointInst.vs')
0 files changed, 0 insertions, 0 deletions