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