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authorMike Krus <mike.krus@kdab.com>2017-06-15 23:03:25 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-06-30 18:38:43 +0000
commit838dbfd9effc020f2e037f31073a368aa3280f74 (patch)
tree8058922ccd9d03104fe8ba3a72b2ed9af513c443 /src/extras/shaders/gl3
parent9221a954f47eba38e97700192dc8dcef0040852f (diff)
Add textureTransform to QTextureMaterial
New property adds support for 3x3 matrix used to transform texture coordinates. Setting the existing textureOffset property will affect the new matrix. That matrix is now used in the shaders. Change-Id: I82778b048093e7e291c079e9d333a04a84c925f0 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/gl3')
-rw-r--r--src/extras/shaders/gl3/unlittexture.vert5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/extras/shaders/gl3/unlittexture.vert b/src/extras/shaders/gl3/unlittexture.vert
index 4aaa10a8f..7e245bd7f 100644
--- a/src/extras/shaders/gl3/unlittexture.vert
+++ b/src/extras/shaders/gl3/unlittexture.vert
@@ -8,11 +8,12 @@ out vec2 texCoord;
uniform mat4 modelView;
uniform mat4 mvp;
-uniform vec2 texCoordOffset;
+uniform mat3 texCoordTransform;
void main()
{
- texCoord = vertexTexCoord + texCoordOffset;
+ vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0);
+ texCoord = (tt / tt.z).xy;
position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );