Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer

This commit is contained in:
clayjohn 2022-10-03 18:37:57 -07:00
parent e69b7083d4
commit c8f0f27a0b
2 changed files with 5 additions and 1 deletions

View File

@ -127,6 +127,8 @@ void main() {
}
#endif
vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
#ifdef USE_POINT_SIZE
float point_size = 1.0;
#endif
@ -393,6 +395,8 @@ void main() {
vec2 screen_uv = vec2(0.0);
#endif
vec2 color_texture_pixel_size = draw_data[draw_data_instance].color_texture_pixel_size.xy;
vec3 light_vertex = vec3(vertex, 0.0);
vec2 shadow_vertex = vertex;

View File

@ -1393,7 +1393,7 @@ MaterialStorage::MaterialStorage() {
actions.renames["NORMAL_MAP"] = "normal_map";
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["TEXTURE"] = "color_texture";
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size";
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
actions.renames["SPECULAR_SHININESS"] = "specular_shininess";