screen space pattern failed, needs screen space uv coordinate on CompDraw shader

This commit is contained in:
2019-02-22 10:44:08 +01:00
parent eab6e68534
commit e63fcf018e
9 changed files with 16 additions and 0 deletions

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@@ -103,6 +103,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
//ShaderManager::u_int(kShaderUniform::DrawOnScreen, true);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);