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Fix texture matrix handling in our shaders
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3 changed files with 9 additions and 5 deletions
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@ -91,7 +91,7 @@ float directional_ambient(vec3 normal)
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void main(void)
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{
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varTexCoord = (mTexture * inTexCoord0).st;
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varTexCoord = (mTexture * vec4(inTexCoord0.xy, 1.0, 1.0)).st;
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gl_Position = mWorldViewProj * inVertexPosition;
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vPosition = gl_Position.xyz;
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