separate shaders, RGBA16F doesn’t work with picking in iOS

This commit is contained in:
2018-08-08 11:09:35 +02:00
parent f941fc4254
commit 9cccecd381
7 changed files with 45 additions and 17 deletions

View File

@@ -201,7 +201,7 @@ void NodeCanvas::draw()
{
m_sampler.bind(0);
m_sampler_linear.bind(1);
ui::ShaderManager::use(kShader::TextureAlpha);
ui::ShaderManager::use(kShader::TextureAlphaSep);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexA, 1);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);