Final fix for texture matrix issue in OpenGL ES2 driver.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@4964 dfc29bdd-3216-0410-991c-e03cc46cb475master
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6f67d6904a
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a4f4f587dd
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@ -98,7 +98,7 @@ void main()
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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gl_PointSize = uThickness;
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 0.0, 1.0);
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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@ -96,7 +96,7 @@ void main()
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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gl_PointSize = uThickness;
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 0.0, 1.0);
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vVertexColor = inVertexColor.bgra;
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@ -99,10 +99,10 @@ void main()
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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gl_PointSize = uThickness;
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 0.0, 1.0);
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 0.0, 1.0);
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vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
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vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
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vVertexColor = inVertexColor.bgra;
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