Graphics/BasicMaterial: Fix compilation error when no UV are available ...

... but textures are mapped
This commit is contained in:
SirLynix 2023-04-10 17:12:40 +02:00
parent 16bd496253
commit f952c64642
1 changed files with 3 additions and 3 deletions

View File

@ -85,10 +85,10 @@ fn main(input: FragIn) -> FragOut
const if (HasColor)
color *= input.color;
const if (HasBaseColorTexture)
const if (HasUV && HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
const if (HasUV && HasAlphaTexture)
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
@ -195,7 +195,7 @@ fn main(input: VertIn) -> VertOut
let worldPosition = instanceData.worldMatrix * vec4[f32](pos, 1.0);
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](pos, 1.0);
output.position = viewerData.viewProjMatrix * worldPosition;
const if (HasColor)
output.color = input.color;