From 71363bf194262b931a2fd1917a05b099f9e5543b Mon Sep 17 00:00:00 2001 From: "dependabot[bot]" <49699333+dependabot[bot]@users.noreply.github.com> Date: Thu, 14 Sep 2023 09:21:09 +0000 Subject: [PATCH 1/2] Bump ppy.osu.Game from 2023.908.0 to 2023.914.0 Bumps [ppy.osu.Game](https://github.com/ppy/osu) from 2023.908.0 to 2023.914.0. - [Release notes](https://github.com/ppy/osu/releases) - [Commits](https://github.com/ppy/osu/compare/2023.908.0...2023.914.0) --- updated-dependencies: - dependency-name: ppy.osu.Game dependency-type: direct:production update-type: version-update:semver-minor ... Signed-off-by: dependabot[bot] --- osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj | 2 +- osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj b/osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj index 5554f751..858c9bfb 100644 --- a/osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj +++ b/osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj @@ -15,7 +15,7 @@ - + diff --git a/osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj b/osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj index 8421c8b5..d54cfd08 100644 --- a/osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj +++ b/osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj @@ -35,7 +35,7 @@ - + From 13e238907b8c287c5319f39e98098f16435f6340 Mon Sep 17 00:00:00 2001 From: Derrick Timmermans Date: Thu, 14 Sep 2023 11:56:22 +0200 Subject: [PATCH 2/2] Revert "Update shaders" This reverts commit ca721143285d84c7cd733d14749f8674c33153f9. --- .../Resources/Shaders/sh_VisualizerFade.fs | 2 +- .../Shaders/sh_VisualizerPositionAndColour.vs | 16 +++++----------- 2 files changed, 6 insertions(+), 12 deletions(-) diff --git a/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerFade.fs b/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerFade.fs index 598f5dbd..9de6930a 100644 --- a/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerFade.fs +++ b/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerFade.fs @@ -2,7 +2,7 @@ #include "sh_Masking.h" #include "sh_TextureWrapping.h" -layout(location = 7) in highp vec2 v_Position; +layout(location = 5) in highp vec2 v_Position; layout(location = 2) in mediump vec2 v_TexCoord; layout(std140, set = 1, binding = 0) uniform m_visualizerParameters { diff --git a/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerPositionAndColour.vs b/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerPositionAndColour.vs index b00bf36b..45663a68 100644 --- a/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerPositionAndColour.vs +++ b/osu.Game.Rulesets.Tau/Resources/Shaders/sh_VisualizerPositionAndColour.vs @@ -1,35 +1,29 @@ #include "sh_Utils.h" -#include "Internal/sh_MaskingInfo.h" 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; 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; - +layout(location = 5) out highp vec2 v_Position; 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; v_Colour = m_Colour; v_TexCoord = m_TexCoord; v_TexRect = m_TexRect; v_BlendRange = m_BlendRange; v_Position = m_Position; - v_MaskingIndex = m_MaskingIndex; gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); -} +} \ No newline at end of file