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Fix writing to the inverse size uniforms as if they were Vector4's. Closes #1087.

Lasse Öörni 10 rokov pred
rodič
commit
2b25100ef6

+ 1 - 1
Source/Urho3D/Graphics/Batch.cpp

@@ -492,7 +492,7 @@ void Batch::Prepare(View* view, Camera* camera, bool setModelTransform, bool all
 
                 float sizeX = 1.0f / (float)shadowMap->GetWidth();
                 float sizeY = 1.0f / (float)shadowMap->GetHeight();
-                graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector4(sizeX, sizeY, 0.0f, 0.0f));
+                graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector2(sizeX, sizeY));
 
                 Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
                 if (lightQueue_->shadowSplits_.Size() > 1)

+ 1 - 1
Source/Urho3D/Graphics/View.cpp

@@ -779,7 +779,7 @@ void View::SetGBufferShaderParameters(const IntVector2& texSize, const IntRect&
 
     float invSizeX = 1.0f / texWidth;
     float invSizeY = 1.0f / texHeight;
-    graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector4(invSizeX, invSizeY, 0.0f, 0.0f));
+    graphics_->SetShaderParameter(PSP_GBUFFERINVSIZE, Vector2(invSizeX, invSizeY));
 }
 
 void View::GetDrawables()