Call mesh2d_tangent_local_to_world with the right arguments (#6209)

# Objective

Allow `Mesh2d` shaders to work with meshes that have vertex tangents
## Solution

Correctly pass `mesh.model` into `mesh2d_tangent_local_to_world`
This commit is contained in:
CatThingy 2022-10-09 16:21:42 +00:00
parent ca3e6e6797
commit 5e71d7f833

View file

@ -29,7 +29,7 @@ fn vertex(vertex: Vertex) -> VertexOutput {
out.clip_position = mesh2d_position_world_to_clip(out.world_position);
out.world_normal = mesh2d_normal_local_to_world(vertex.normal);
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh2d_tangent_local_to_world(vertex.tangent);
out.world_tangent = mesh2d_tangent_local_to_world(mesh.model, vertex.tangent);
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;