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https://gitlab.bixilon.de/bixilon/minosoft.git
synced 2025-09-11 00:23:42 -04:00
some shader improvements
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fd0974055d
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14a3257092
@ -117,7 +117,7 @@ void animation_animated(uint animationId) {
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animationArray2 = animation_extractArray(texture2);
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animationArray2 = animation_extractArray(texture2);
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animationLayer2 = animation_extractLayer(texture2);
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animationLayer2 = animation_extractLayer(texture2);
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animationInterpolation = data.z / 100.0f;
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animationInterpolation = data.z * (1.0f / 100.0f);
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}
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}
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void setTexture(uint animation) {
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void setTexture(uint animation) {
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@ -37,6 +37,7 @@ vec4 getTexture(uint textureId, vec3 uv, uint mipmapLevel) {
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case 7u: return textureLod(uTextures[7], uv, lod);
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case 7u: return textureLod(uTextures[7], uv, lod);
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case 8u: return textureLod(uTextures[8], uv, lod);
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case 8u: return textureLod(uTextures[8], uv, lod);
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case 9u: return textureLod(uTextures[9], uv, lod);
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case 9u: return textureLod(uTextures[9], uv, lod);
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default: return textureLod(uTextures[0], uv, lod);
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}
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}
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return textureLod(uTextures[0], uv, lod);
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return textureLod(uTextures[0], uv, lod);
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#endif
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#endif
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@ -63,6 +64,7 @@ vec4 getTexture(uint textureId, vec3 uv) {
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case 7u: return texture(uTextures[7], uv);
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case 7u: return texture(uTextures[7], uv);
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case 8u: return texture(uTextures[8], uv);
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case 8u: return texture(uTextures[8], uv);
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case 9u: return texture(uTextures[9], uv);
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case 9u: return texture(uTextures[9], uv);
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default: return texture(uTextures[0], uv);
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}
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}
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return texture(uTextures[0], uv);
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return texture(uTextures[0], uv);
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#endif
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#endif
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@ -19,8 +19,8 @@
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#define UV_UNPACK_MASK ((1u << UV_UNPACK_BITS) - 1u)
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#define UV_UNPACK_MASK ((1u << UV_UNPACK_BITS) - 1u)
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vec2 uv_unpack(uint raw) {
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vec2 uv_unpack(uint raw) {
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float x = float((raw >> (1u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) / float(UV_UNPACK_MASK);
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float x = float((raw >> (1u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) * (1.0f / float(UV_UNPACK_MASK));
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float y = float((raw >> (0u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) / float(UV_UNPACK_MASK);
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float y = float((raw >> (0u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) * (1.0f / float(UV_UNPACK_MASK));
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return vec2(x, y);
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return vec2(x, y);
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}
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}
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