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Apply scroll offset the x coordinate and not to y.
When applied to y SURF_FLOWING textures are scrolled into the wrong direction. I guess that in GL1 the offset is also applied to x. This fixes issue #186.
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1 changed files with 1 additions and 1 deletions
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@ -374,7 +374,7 @@ static const char* vertexSrc3DlmFlow = MULTILINE_STRING(
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void main()
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{
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passTexCoord = texCoord + vec2(0, scroll);
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passTexCoord = texCoord + vec2(scroll, 0);
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passLMcoord = lmTexCoord;
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vec4 worldCoord = transModel * vec4(position, 1.0);
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passWorldCoord = worldCoord.xyz;
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