Fix #35459: global texture coordinates not working with GLSL shaders. Got broken
in shader uniform binding optimizations in revision 55527.
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@@ -300,6 +300,9 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
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}
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}
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/* note material must be bound before setting uniforms */
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GPU_pass_bind(material->pass, time, mipmap);
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/* handle per material built-ins */
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if (material->builtins & GPU_VIEW_MATRIX) {
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GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat);
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@@ -308,7 +311,6 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
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GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
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}
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GPU_pass_bind(material->pass, time, mipmap);
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GPU_pass_update_uniforms(material->pass);
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material->bound = 1;
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