Fix distance fields not in the center of the screen being completely screwed up
This commit is contained in:
@@ -1,6 +1,6 @@
|
|||||||
uniform sampler2D Texture1;
|
uniform sampler2D Texture1;
|
||||||
|
|
||||||
varying vec2 texCoords;
|
varying vec4 texCoords;
|
||||||
varying vec4 vertexColor;
|
varying vec4 vertexColor;
|
||||||
|
|
||||||
float aastep(float threshold, float dist) {
|
float aastep(float threshold, float dist) {
|
||||||
@@ -22,6 +22,6 @@ float sample(vec2 tc) {
|
|||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
float dfValue = sample(texCoords);
|
float dfValue = sample(texCoords.st);
|
||||||
gl_FragColor = vec4(vertexColor.rgb, vertexColor.a * dfValue);
|
gl_FragColor = vec4(vertexColor.rgb, vertexColor.a * dfValue);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,10 +1,11 @@
|
|||||||
//We need this shader to pass the vertex color to the frag shader
|
//We need this shader to pass the vertex color to the frag shader
|
||||||
|
|
||||||
varying vec4 vertexColor;
|
varying vec4 vertexColor;
|
||||||
varying vec2 texCoords;
|
varying vec4 texCoords;
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
|
vec4 position = vec4(gl_Vertex.xyz + gl_Normal * 0.125, 1.0);
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * position;
|
||||||
|
texCoords = gl_MultiTexCoord0;
|
||||||
vertexColor = gl_Color;
|
vertexColor = gl_Color;
|
||||||
texCoords = gl_MultiTexCoord0.st;
|
|
||||||
gl_Position = gl_Vertex * gl_ModelViewProjectionMatrix;
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1842,7 +1842,7 @@ PrevScreen="ScreenInit"
|
|||||||
NextScreen=Branch.AfterInit()
|
NextScreen=Branch.AfterInit()
|
||||||
StartScreen=Branch.TitleMenu()
|
StartScreen=Branch.TitleMenu()
|
||||||
#
|
#
|
||||||
ForceTimer=true
|
ForceTimer=false
|
||||||
TimerSeconds=5
|
TimerSeconds=5
|
||||||
#
|
#
|
||||||
PlayMusic=false
|
PlayMusic=false
|
||||||
|
|||||||
Reference in New Issue
Block a user