Use default shader when drawing mirror texture;
@@ -651,7 +651,10 @@ void lovrHeadsetRenderTo(headsetRenderCallback callback, void* userdata) {
unsigned char r, g, b, a;
lovrGraphicsGetColor(&r, &g, &b, &a);
lovrGraphicsSetColor(255, 255, 255, 255);
+ Shader* lastShader = lovrGraphicsGetShader();
+ lovrGraphicsSetShader(NULL);
lovrGraphicsPlaneFullscreen(state.texture);
+ lovrGraphicsSetShader(lastShader);
lovrGraphicsSetColor(r, g, b, a);
}
}
