[BGM Shader] Fix shader uniform names
This commit is contained in:
parent
8b006976b4
commit
df2cfd8cff
|
@ -3,8 +3,8 @@
|
||||||
// Unfortunately, this loses type-checking on [0.0, 1.0] vs [0,255] etc. so a lot of this will involve comments declaring ranges.
|
// Unfortunately, this loses type-checking on [0.0, 1.0] vs [0,255] etc. so a lot of this will involve comments declaring ranges.
|
||||||
shader_type canvas_item;
|
shader_type canvas_item;
|
||||||
render_mode blend_premul_alpha;
|
render_mode blend_premul_alpha;
|
||||||
uniform int INT_TEX_WIDTH = 4096;
|
uniform int INT_OUTPUT_WIDTH = 4096;
|
||||||
uniform vec2 TEX_SIZE = vec2(4096.0, 4096.0);
|
uniform vec2 OUTPUT_FRAMEBUFFER_SIZE = vec2(4096.0, 4096.0);
|
||||||
// I feel like these magic numbers are a bit more intuitive in hex
|
// I feel like these magic numbers are a bit more intuitive in hex
|
||||||
const float x00FF = float(0x00FF); // 255.0
|
const float x00FF = float(0x00FF); // 255.0
|
||||||
const float x0100 = float(0x0100); // 256.0
|
const float x0100 = float(0x0100); // 256.0
|
||||||
|
@ -64,7 +64,7 @@ vec2 pack_float_to_int16(float value) {
|
||||||
// // and exporting a value derived from the UV
|
// // and exporting a value derived from the UV
|
||||||
// vec4 output;
|
// vec4 output;
|
||||||
// float sample_1 = rescale_int16(unpack_int16(texture(tex, uv).xw));
|
// float sample_1 = rescale_int16(unpack_int16(texture(tex, uv).xw));
|
||||||
// float sample_2 = rescale_int16(dot(trunc(uv*TEX_SIZE), vec2(1.0, TEX_SIZE)));
|
// float sample_2 = rescale_int16(dot(trunc(uv*OUTPUT_FRAMEBUFFER_SIZE), vec2(1.0, OUTPUT_FRAMEBUFFER_SIZE)));
|
||||||
// output.xy = pack_float_to_int16(sample_1);
|
// output.xy = pack_float_to_int16(sample_1);
|
||||||
// output.zw = pack_float_to_int16(sample_2);
|
// output.zw = pack_float_to_int16(sample_2);
|
||||||
// return output;
|
// return output;
|
||||||
|
@ -209,8 +209,8 @@ vec4 render_song(sampler2D tex, int smp) {
|
||||||
void fragment() {
|
void fragment() {
|
||||||
// GLES2
|
// GLES2
|
||||||
vec2 uv = vec2(UV.x, 1.0-UV.y);
|
vec2 uv = vec2(UV.x, 1.0-UV.y);
|
||||||
// uv = (trunc(uv*TEX_SIZE)+0.5)/TEX_SIZE;
|
// uv = (trunc(uv*OUTPUT_FRAMEBUFFER_SIZE)+0.5)/OUTPUT_FRAMEBUFFER_SIZE;
|
||||||
// COLOR.xyzw = test_writeback(TEXTURE, uv);
|
// COLOR.xyzw = test_writeback(TEXTURE, uv);
|
||||||
ivec2 xy = ivec2(trunc(uv*TEX_SIZE));
|
ivec2 xy = ivec2(trunc(uv*OUTPUT_FRAMEBUFFER_SIZE));
|
||||||
COLOR.xyzw = render_song(TEXTURE, xy.x + (xy.y*INT_TEX_WIDTH));
|
COLOR.xyzw = render_song(TEXTURE, xy.x + (xy.y*INT_OUTPUT_WIDTH));
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue