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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-11-01 16:58:46 +0100 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:39:33 +0100 |
commit | 0aec63ef08aea4692b2ce5359f898b5be75c6f38 (patch) | |
tree | 6f2a0035e3a2a3c8664bce9033147142ba6d7eea /cwd/shaders | |
parent | Created .gitignore (diff) | |
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Diffstat (limited to 'cwd/shaders')
-rw-r--r-- | cwd/shaders/face.fs | 12 | ||||
-rw-r--r-- | cwd/shaders/face.vs | 12 |
2 files changed, 12 insertions, 12 deletions
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs index aa45997..926149b 100644 --- a/cwd/shaders/face.fs +++ b/cwd/shaders/face.fs @@ -10,16 +10,6 @@ in VS_OUT { uniform sampler2D textureAtlas; uniform vec2 windowSize; -vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) { - float x = TextureAtlasCoords.x; - float y = TextureAtlasCoords.y; - float w = TextureAtlasCoords.z; - float h = TextureAtlasCoords.w; - vec2 A = vec2(x, 1 - y - h); - vec2 B = vec2(x + w, 1 - y); - return A + UvCoords * (B - A); -} - vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); @@ -39,7 +29,7 @@ vec3 hsv2rgb(vec3 c) } void main() { - gl_FragColor = texture(textureAtlas,TransformTextureCoord(fs_in.Texture,fs_in.UvPosition)); + gl_FragColor = texture(textureAtlas,fs_in.Texture); if (gl_FragColor.a < 0.3) discard; vec3 hsvColor = rgb2hsv(gl_FragColor.xyz); diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs index 2d3b4b5..dbb8dd8 100644 --- a/cwd/shaders/face.vs +++ b/cwd/shaders/face.vs @@ -17,13 +17,23 @@ out VS_OUT { //uniform mat4 projection; uniform mat4 projView; +vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) { + float x = TextureAtlasCoords.x; + float y = TextureAtlasCoords.y; + float w = TextureAtlasCoords.z; + float h = TextureAtlasCoords.w; + vec2 A = vec2(x, 1 - y - h); + vec2 B = vec2(x + w, 1 - y); + return A + UvCoords * (B - A); +} + void main() { vec4 sourcePosition = vec4(position,1.0f); gl_Position = projView * model * sourcePosition; vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); - vs_out.Texture = Texture; + vs_out.Texture = TransformTextureCoord(Texture,UvCoordinates); vs_out.Color = color; vs_out.Light = light; } |