8a43b222c7
For octahedral compressed normals/tangents, we use vec4 in the shader regardless of whether a normal/tangent does/doesn't exist For the case where we only have a normal vector, we need to specify that there are only two components being used when calling glVertexAttrib Before we would always specify that there were 4 components, and used offsets to determine where in the vertex buffer to read data from but this doesn't work on all platforms |
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shaders | ||
rasterizer_canvas_base_gles3.cpp | ||
rasterizer_canvas_base_gles3.h | ||
rasterizer_canvas_gles3.cpp | ||
rasterizer_canvas_gles3.h | ||
rasterizer_gles3.cpp | ||
rasterizer_gles3.h | ||
rasterizer_scene_gles3.cpp | ||
rasterizer_scene_gles3.h | ||
rasterizer_storage_gles3.cpp | ||
rasterizer_storage_gles3.h | ||
SCsub | ||
shader_compiler_gles3.cpp | ||
shader_compiler_gles3.h | ||
shader_gles3.cpp | ||
shader_gles3.h |