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 | |
parent | 761d6d077042c7d679606bbc113050118eb60fc1 (diff) |
Simplified rotation shader code.
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/bullet_fragment.glsl | 7 | ||||
-rw-r--r-- | shaders/bullet_vertex.glsl | 15 |
2 files changed, 9 insertions, 13 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); diff --git a/shaders/bullet_vertex.glsl b/shaders/bullet_vertex.glsl index 0843be2..0717b0a 100644 --- a/shaders/bullet_vertex.glsl +++ b/shaders/bullet_vertex.glsl @@ -1,14 +1,13 @@ -varying mat4 v_tex_rot; +varying mat3 v_tex_rot; void main() { vec4 l_position = gl_Vertex; - vec2 l_direction = normalize(vec2(l_position.z, l_position.w)); - v_tex_rot = mat4(l_direction.x, l_direction.y, 0.0, 0.0, - -l_direction.y, l_direction.x, 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0); - l_position.z = 0.0; - l_position.w = 1.0; + vec2 l_direction = normalize(l_position.zw); + v_tex_rot = mat3( + l_direction.x, l_direction.y, 0.0, + -l_direction.y, l_direction.x, 0.0, + 1.0 - l_direction.x + l_direction.y, 1.0 - l_direction.y - l_direction.x, 0.0); + l_position.zw = vec2(0.0, 1.0); gl_FrontColor = gl_Color; gl_Position = gl_ModelViewProjectionMatrix * l_position; } |