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authornavewindre <boneyaard@gmail.com>2025-11-28 14:41:22 +0100
committerGitHub <noreply@github.com>2025-11-28 14:41:22 +0100
commit9c05c795d7b59c5ab94fb769f315c712b37df0cd (patch)
tree16cccf8cbb88703de798066a06f94013f89a8a5a /assets
parentf8b92ce3aa08b1445c9f956d8166830946562d12 (diff)
parent3e094f20d4dda90e0356aba3f0abc4b7c7015844 (diff)
Merge pull request #1 from navewindre/windows-compat
Windows compat
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/2d_texcoord.fsh9
-rw-r--r--assets/shaders/2d_texcoord.vsh4
-rw-r--r--assets/shaders/3d.fsh2
3 files changed, 8 insertions, 7 deletions
diff --git a/assets/shaders/2d_texcoord.fsh b/assets/shaders/2d_texcoord.fsh
index 276f305..38dc69c 100644
--- a/assets/shaders/2d_texcoord.fsh
+++ b/assets/shaders/2d_texcoord.fsh
@@ -2,17 +2,18 @@
uniform sampler2D g_samplers[255];
-const uint SAMPLER_ID_NONE = 255u;
+const int SAMPLER_ID_NONE = 255;
in vec2 g_texcoord;
in vec4 g_color;
-flat in uint g_sampler;
+flat in int g_sampler;
void main() {
vec4 color = g_color;
if( g_sampler != SAMPLER_ID_NONE ) {
- color = texture2D( g_samplers[g_sampler], g_texcoord );
- color *= g_color;
+ vec4 tex_color = texture2D( g_samplers[g_sampler], g_texcoord );
+ color *= tex_color;
+ if (color.a < 0.01) discard;
}
gl_FragColor = color;
}
diff --git a/assets/shaders/2d_texcoord.vsh b/assets/shaders/2d_texcoord.vsh
index 3ccc8e7..80c7597 100644
--- a/assets/shaders/2d_texcoord.vsh
+++ b/assets/shaders/2d_texcoord.vsh
@@ -9,7 +9,7 @@ in float in_sampler;
out vec2 g_texcoord;
out vec4 g_color;
-flat out uint g_sampler;
+flat out int g_sampler;
uniform vec4 g_screenratio;
@@ -23,6 +23,6 @@ void main() {
g_texcoord = in_texcoord;
g_color = in_clr;
- g_sampler = uint(in_sampler * 255 + 0.5);
+ g_sampler = int(in_sampler * 255.0 + 0.5);
gl_Position = ( pos ) * g_screenratio;
}
diff --git a/assets/shaders/3d.fsh b/assets/shaders/3d.fsh
index ee1208c..276f305 100644
--- a/assets/shaders/3d.fsh
+++ b/assets/shaders/3d.fsh
@@ -11,7 +11,7 @@ flat in uint g_sampler;
void main() {
vec4 color = g_color;
if( g_sampler != SAMPLER_ID_NONE ) {
- color = texture2D( g_samplers[int(g_sampler)], g_texcoord );
+ color = texture2D( g_samplers[g_sampler], g_texcoord );
color *= g_color;
}
gl_FragColor = color;