diff options
Diffstat (limited to 'cwd/assets/altcraft/shaders')
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/face.fs | 3 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/vert/face.vs | 37 |
2 files changed, 10 insertions, 30 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs index bd2a2d7..314e47b 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -1,7 +1,6 @@ #version 330 core in VS_OUT { - vec2 UvPosition; vec3 Texture; vec3 Color; vec2 Light; @@ -47,4 +46,4 @@ void main() { color = vec4(color.rgb * faceLight, color.a); fragColor = color; -}
\ No newline at end of file +} diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs index e054dd8..e1f01fc 100644 --- a/cwd/assets/altcraft/shaders/vert/face.vs +++ b/cwd/assets/altcraft/shaders/vert/face.vs @@ -1,15 +1,13 @@ #version 330 core -layout (location = 3) in vec4 position[4]; -layout (location = 2) in vec2 UvCoordinates; -layout (location = 11) in vec4 Texture; -layout (location = 12) in vec3 color; -layout (location = 13) in vec2 light; -layout (location = 14) in float TextureLayer; -layout (location = 15) in float TextureFrames; +layout (location = 0) in vec4 position[4]; +layout (location = 4) in vec2 uv[4]; +layout (location = 8) in float uvLayer; +layout (location = 9) in vec2 animation; +layout (location = 10) in vec3 color; +layout (location = 11) in vec2 light; out VS_OUT { - vec2 UvPosition; vec3 Texture; vec3 Color; vec2 Light; @@ -18,27 +16,10 @@ out VS_OUT { uniform float GlobalTime; uniform mat4 projView; -vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { - float x = TextureAtlasCoords.x; - float y = TextureAtlasCoords.y; - float h = TextureAtlasCoords.w; - vec2 transformed = vec2(x, 1 - y - h) + UvCoords * TextureAtlasCoords.zw; - return vec3(transformed.x, transformed.y, Layer); -} - -void main() -{ +void main() { gl_Position = projView * position[gl_VertexID]; - - vec4 texturePos = Texture; - float frameHeight = texturePos.w / TextureFrames; - float currentFrame = mod(GlobalTime * 4.0f, TextureFrames); - currentFrame = trunc(currentFrame); - texturePos.w = frameHeight; - texturePos.y = texturePos.y + currentFrame * frameHeight; - - vs_out.UvPosition = UvCoordinates; - vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer); vs_out.Color = color; vs_out.Light = light; + vs_out.Texture = vec3(uv[gl_VertexID], uvLayer); + vs_out.Texture.y -= animation.x * trunc(mod(GlobalTime * 4.0f, animation.y)); } |