Attempt to fix UV scale issue with a flag in the shader options
This commit is contained in:
parent
f9d33324ce
commit
5e4313c54f
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -814,6 +814,9 @@ namespace FirstPlugin
|
||||
shader.SetVector3("emission_color", new Vector3(1, 1, 1));
|
||||
shader.SetVector3("specular_color", new Vector3(1, 1, 1));
|
||||
|
||||
|
||||
shader.SetFloat("fuv1_mtx", 0);
|
||||
|
||||
//SRT
|
||||
shader.SetVector4("tex_mtx0", new Vector4(1, 1, 1, 1));
|
||||
shader.SetVector2("SRT_Scale", new Vector2(1, 1));
|
||||
@ -823,11 +826,14 @@ namespace FirstPlugin
|
||||
|
||||
shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex);
|
||||
|
||||
SetUniformData(mat, shader, "base_color_mul_color");
|
||||
|
||||
shader.SetInt("enableCellShading", 0);
|
||||
bool HasTans = m.vertexAttributes.Any(x => x.Name == "_t0");
|
||||
shader.SetBoolToInt("hasTangents", HasTans);
|
||||
|
||||
SetUniformData(mat, shader, "fuv1_mtx");
|
||||
|
||||
SetUniformData(mat, shader, "gsys_bake_st0");
|
||||
SetUniformData(mat, shader, "gsys_bake_st1");
|
||||
|
||||
|
Binary file not shown.
Binary file not shown.
@ -5,6 +5,9 @@ uniform mat4 mtxMdl;
|
||||
uniform mat4 sphereMatrix;
|
||||
uniform mat4 previewScale;
|
||||
|
||||
//This may not be correct, however any SRT used with this flag is used for special effects not supported yet!
|
||||
uniform float fuv1_mtx;
|
||||
|
||||
in vec3 vPosition;
|
||||
in vec3 vNormal;
|
||||
in vec3 vTangent;
|
||||
@ -174,8 +177,10 @@ void main()
|
||||
else
|
||||
f_texcoord2 = vec2((vUV1 * vec2(1)) + sampler3.zw);
|
||||
|
||||
|
||||
f_texcoord0 = vec2((vUV0 * SRT_Scale.xy) + SRT_Translate.xy);
|
||||
if (fuv1_mtx != 1)
|
||||
{
|
||||
f_texcoord0 = vec2((vUV0 * SRT_Scale.xy) + SRT_Translate.xy);
|
||||
}
|
||||
|
||||
|
||||
f_texcoord3 = vUV2;
|
||||
|
Loading…
Reference in New Issue
Block a user