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author | Dmitry Kostenko <codeforsmile@gmail.com> | 2022-02-11 23:00:41 +0100 |
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committer | x2048 <codeforsmile@gmail.com> | 2022-03-07 23:45:26 +0100 |
commit | 97cb4048225969863365d3520657d64adf7040e3 (patch) | |
tree | 2f996e1f911d2f05e9988c28eb38f2be04c39cda /client/shaders/shadow_shaders/pass1_vertex.glsl | |
parent | d2a3bed2402797057a19c9a47b8ec9a27f3c3779 (diff) | |
download | minetest-97cb4048225969863365d3520657d64adf7040e3.tar.gz minetest-97cb4048225969863365d3520657d64adf7040e3.tar.bz2 minetest-97cb4048225969863365d3520657d64adf7040e3.zip |
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.glsl | 2 |
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; } |