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tr1/output: disable wibble effect for sprites
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1 changed files with 0 additions and 6 deletions
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@ -4,7 +4,6 @@ uniform samplerBuffer uUVW; // texture u, v, layer
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uniform vec2 uViewportSize;
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uniform mat4 uMatProjection;
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uniform mat4 uMatModelView;
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uniform bool uWibbleEffect;
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uniform int uTime;
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layout(location = 0) in vec3 inPosition;
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@ -23,11 +22,6 @@ void main(void) {
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centerEyeSpace.xy += inDisplacement;
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gl_Position = uMatProjection * centerEyeSpace;
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if (uWibbleEffect) {
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gl_Position.xyz =
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waterWibble(gl_Position, uViewportSize, uTime);
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}
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gTexUV = inUVW.xy;
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gTexLayer = int(inUVW.z);
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gShade = inShade;
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