diff options
author | Vegard Storheil Eriksen <zyp@jvnv.net> | 2010-06-27 02:56:55 +0200 |
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committer | Vegard Storheil Eriksen <zyp@jvnv.net> | 2010-06-27 02:56:55 +0200 |
commit | e2d40c3fb1723eb1dde87248a08f489d26b684f6 (patch) | |
tree | 961a309a41f54854c5989056c4a77bc11db387d9 /shaders/bullet_fragment.glsl | |
parent | 761d6d077042c7d679606bbc113050118eb60fc1 (diff) |
Simplified rotation shader code.
Diffstat (limited to 'shaders/bullet_fragment.glsl')
-rw-r--r-- | shaders/bullet_fragment.glsl | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/shaders/bullet_fragment.glsl b/shaders/bullet_fragment.glsl index 5e8becd..55e29ff 100644 --- a/shaders/bullet_fragment.glsl +++ b/shaders/bullet_fragment.glsl @@ -1,12 +1,9 @@ -varying mat4 v_tex_rot; +varying mat3 v_tex_rot; uniform sampler2D tex; void main() { vec2 l_uv = gl_TexCoord[0].xy; - const vec2 l_offset = vec2(0.5, 0.5); - l_uv -= l_offset; - l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0)); - l_uv += l_offset; + l_uv = vec2(v_tex_rot * vec3(l_uv, 0.5)); gl_FragColor = texture2D(tex, l_uv); float M = max(max(gl_FragColor.x, gl_FragColor.y), gl_FragColor.z); float C = M - min(min(gl_FragColor.x, gl_FragColor.y), gl_FragColor.z); |