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Fix second texcoord input attribute in the PBRLitSolid.glsl shader to conform with the new vertex semantic system.

Lasse Öörni 9 anos atrás
pai
commit
b5489bdf9b
1 arquivos alterados com 1 adições e 1 exclusões
  1. 1 1
      bin/CoreData/Shaders/GLSL/PBRLitSolid.glsl

+ 1 - 1
bin/CoreData/Shaders/GLSL/PBRLitSolid.glsl

@@ -86,7 +86,7 @@ void VS()
             // If using lightmap, disregard zone ambient light
             // If using lightmap, disregard zone ambient light
             // If using AO, calculate ambient in the PS
             // If using AO, calculate ambient in the PS
             vVertexLight = vec3(0.0, 0.0, 0.0);
             vVertexLight = vec3(0.0, 0.0, 0.0);
-            vTexCoord2 = iTexCoord2;
+            vTexCoord2 = iTexCoord1;
         #else
         #else
             vVertexLight = GetAmbient(GetZonePos(worldPos));
             vVertexLight = GetAmbient(GetZonePos(worldPos));
         #endif
         #endif