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Fix skip_vertex_transform bug in GLES2 CPUParticles #31746

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merged 1 commit into from Aug 29, 2019

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clayjohn commented Aug 28, 2019

Fixes an unreported bug I discovered while working on #24002

Before, if skip_vertex_transform was used in a canvas_item material on a CPUParticles node, the particles would not take their individual transforms into account.

@clayjohn clayjohn added this to the 3.2 milestone Aug 28, 2019
@clayjohn clayjohn requested a review from reduz as a code owner Aug 28, 2019
@@ -896,7 +896,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {

actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";

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akien-mga Aug 28, 2019

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It doesn't seem done this way in GLES3, should it be changed too?

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@clayjohn

clayjohn Aug 28, 2019

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In the other PR I copied the way it was done in GLES3. Im not sure why it was done using defines instead of just changing the name in shader_compiler. I don't think it is a bid deal either way.

@akien-mga akien-mga merged commit ebbf63a into godotengine:master Aug 29, 2019
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akien-mga commented Aug 29, 2019

Thanks!

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akien-mga commented Nov 8, 2019

Cherry-picked for 3.1.2.

@clayjohn clayjohn deleted the clayjohn:skip-vertex-transform-gles2 branch Nov 17, 2019
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