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@@ -1413,7 +1413,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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}
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if (skeleton) {
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- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
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glBindTexture(GL_TEXTURE_2D, skeleton->texture);
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state.using_skeleton = true;
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
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@@ -1674,7 +1674,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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bool light_rebind = state.canvas_shader.bind();
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if (light_rebind) {
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-
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state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
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@@ -1683,6 +1682,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
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}
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+ if (state.using_skeleton) {
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+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
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+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
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+ }
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
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