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16 changes: 5 additions & 11 deletions
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osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerPositionAndColour.vs
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Original file line number | Diff line number | Diff line change |
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@@ -1,35 +1,29 @@ | ||
#include "sh_Utils.h" | ||
#include "Internal/sh_MaskingInfo.h" | ||
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layout(location = 0) in highp vec2 m_Position; | ||
layout(location = 1) in lowp vec4 m_Colour; | ||
layout(location = 2) in mediump vec2 m_TexCoord; | ||
layout(location = 3) in mediump vec4 m_TexRect; | ||
layout(location = 4) in mediump vec2 m_BlendRange; | ||
layout(location = 6) in int m_MaskingIndex; | ||
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layout(location = 0) out highp vec2 v_MaskingPosition; | ||
layout(location = 1) out lowp vec4 v_Colour; | ||
layout(location = 2) out mediump vec2 v_TexCoord; | ||
layout(location = 3) out mediump vec4 v_TexRect; | ||
layout(location = 4) out mediump vec2 v_BlendRange; | ||
layout(location = 5) flat out int v_MaskingIndex; | ||
layout(location = 6) out highp vec2 v_ScissorPosition; | ||
layout(location = 7) out highp vec2 v_Position; | ||
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layout(location = 5) out highp vec2 v_Position; | ||
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void main(void) | ||
{ | ||
// Transform from screen space to scissor space. | ||
highp vec4 scissorPos = g_MaskingInfo.ToScissorSpace * vec4(m_Position, 1.0, 0.0); | ||
v_ScissorPosition = scissorPos.xy / scissorPos.z; | ||
// Transform from screen space to masking space. | ||
highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0); | ||
v_MaskingPosition = maskingPos.xy / maskingPos.z; | ||
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v_Colour = m_Colour; | ||
v_TexCoord = m_TexCoord; | ||
v_TexRect = m_TexRect; | ||
v_BlendRange = m_BlendRange; | ||
v_Position = m_Position; | ||
v_MaskingIndex = m_MaskingIndex; | ||
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gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); | ||
} | ||
} |