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authorDmitry Kostenko <codeforsmile@gmail.com>2022-02-11 23:00:41 +0100
committerx2048 <codeforsmile@gmail.com>2022-03-07 23:45:26 +0100
commit97cb4048225969863365d3520657d64adf7040e3 (patch)
tree2f996e1f911d2f05e9988c28eb38f2be04c39cda /client/shaders/shadow_shaders/pass1_vertex.glsl
parentd2a3bed2402797057a19c9a47b8ec9a27f3c3779 (diff)
downloadminetest-97cb4048225969863365d3520657d64adf7040e3.tar.gz
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Apply texture matrix when rendering shadowmap
Fixes shadows of animated sprite entities
Diffstat (limited to 'client/shaders/shadow_shaders/pass1_vertex.glsl')
-rw-r--r--client/shaders/shadow_shaders/pass1_vertex.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl
index a6d8b3db8..feee9467f 100644
--- a/client/shaders/shadow_shaders/pass1_vertex.glsl
+++ b/client/shaders/shadow_shaders/pass1_vertex.glsl
@@ -22,5 +22,5 @@ void main()
tPos = getPerspectiveFactor(pos);
gl_Position = vec4(tPos.xyz, 1.0);
- gl_TexCoord[0].st = gl_MultiTexCoord0.st;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}