Shaders Uniform isn't passing in as a vec2

ajrdesign

Member
I'm trying to pass the mouse coordinates into a shader as a vec2 but it seems to be just setting a static and incorrect value and I'm not sure why.

Shader (relevant parts).
This "works" but the mouseCoord doesn't change based on the mouse position at all.
Code:
uniform vec2 mouseCoord;

void main(void)
{
    vec2 res = vec2(512.0);
    vec2 uv = fragCoord.xy*2. / res-vec2(1.);
   
   //shadow
   vec3 base = mix(vec3(0.0),vec3(circle(uv,mouseCoord,0.5)),0.75);
             
}
Obj Draw
Code:
var m_x = mouse_x/room_width
var m_y = mouse_y/room_height

if enabled //only apply shader if the enabled = 1
{
   var shader_params_m = shader_get_uniform(shader3, "mouseCoord");
   shader_set_uniform_f(shader_params_m,m_x,m_y)
    shader_set(shader3)
}

draw_background(background,0,0)
shader_reset()
draw_text(16,48,string_hash_to_newline("Mouse Pos: "+string(m_x) + "/" + string(m_y)))
Any help would be greatly appreciated!
 
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