Fix stereoblit shader;
@@ -8,6 +8,6 @@ layout(set = 1, binding = 1) uniform texture2DArray ArrayTexture;
vec4 lovrmain() {
vec2 uv = vec2(2 * UV.x, UV.y);
- vec3 uvw = vec3(uv, round(uv.x));
+ vec3 uvw = vec3(uv, round(UV.x));
return Color * getPixel(ArrayTexture, uvw);
}
