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-rw-r--r--cwd/shaders/face.fs12
-rw-r--r--cwd/shaders/face.vs12
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;
}