summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Material Library/mesh_fence.shader
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Material Library/mesh_fence.shader')
-rw-r--r--Studio/Content/Material Library/mesh_fence.shader13
1 files changed, 8 insertions, 5 deletions
diff --git a/Studio/Content/Material Library/mesh_fence.shader b/Studio/Content/Material Library/mesh_fence.shader
index 3ed0943..5565fd2 100644
--- a/Studio/Content/Material Library/mesh_fence.shader
+++ b/Studio/Content/Material Library/mesh_fence.shader
@@ -69,6 +69,7 @@ struct layer_result
// temporary declarations
+texture_coordinate_info tmp2;
texture_coordinate_info tmp3;
texture_return tmp4;
vec3 tmp5;
@@ -197,11 +198,13 @@ vec3 computeNormal()
void computeTemporaries()
{
- tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
- tmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb );
- tmp5 = tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat );
- ftmp0 = tmp4.tint;
- tmpShadowTerm = evalBakedShadowMap( texCoord0 );
+ vec3 tiling = vec3( texture_tiling[0], texture_tiling[1], 1.0);
+ tmp2 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_bump_texture(texCoord0), tangent, binormal ) );
+ tmp3 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_diffuse_texture(texCoord0), tangent, binormal ) );
+ tmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb );
+ tmp5 = tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat );
+ ftmp0 = tmp4.tint;
+ tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}
vec4 computeLayerWeights( in float alpha )