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Fix texture coordinates everywhere instead of in just the one place.
1 parent d631c21 commit c5ac455

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3 files changed

+9
-6
lines changed

3 files changed

+9
-6
lines changed

Source/Shaders/Materials/PolylineArrowMaterial.glsl

-1
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,6 @@ float getPointOnLine(vec2 p0, vec2 p1, float x)
1212

1313
czm_material czm_getMaterial(czm_materialInput materialInput)
1414
{
15-
materialInput.st.t *= gl_FragCoord.w;
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czm_material material = czm_getDefaultMaterial(materialInput);
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vec2 st = materialInput.st;

Source/Shaders/PolylineFS.glsl

+6-4
Original file line numberDiff line numberDiff line change
@@ -8,10 +8,12 @@ void main()
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{
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czm_materialInput materialInput;
1010

11-
vec2 stNonPerspective = czm_readNonPerspective(v_st, gl_FragCoord.w);
12-
materialInput.s = stNonPerspective.s;
13-
materialInput.st = stNonPerspective;
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materialInput.str = vec3(stNonPerspective, 0.0);
11+
vec2 st = v_st;
12+
st.t *= gl_FragCoord.w;
13+
14+
materialInput.s = st.s;
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materialInput.st = st;
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materialInput.str = vec3(st, 0.0);
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czm_material material = czm_getMaterial(materialInput);
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gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);

Source/Shaders/PolylineVS.glsl

+3-1
Original file line numberDiff line numberDiff line change
@@ -94,7 +94,9 @@ void main()
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vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, polylineAngle);
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gl_Position = czm_viewportOrthographic * positionWC * show;
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97-
v_st = czm_writeNonPerspective(vec2(texCoord, clamp(expandDir, 0.0, 1.0)), gl_Position.w);
97+
v_st.s = texCoord;
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v_st.t = clamp(expandDir, 0.0, 1.0) * gl_Position.w;
99+
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v_width = czm_writeNonPerspective(width, gl_Position.w);
99101
v_pickColor = czm_writeNonPerspective(pickColor, gl_Position.w);
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v_polylineAngle = czm_writeNonPerspective(polylineAngle, gl_Position.w);

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