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tr1/output/sprites: do not interpolate texture layer
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1 changed files with 10 additions and 5 deletions
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@ -14,7 +14,8 @@ layout(location = 1) in vec2 inDisplacement;
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layout(location = 2) in int inTextureIdx;
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layout(location = 3) in float inShade;
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out vec3 gUVW; // x = u, y = v, z = layer
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out vec2 gTexUV;
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flat out int gTexLayer;
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out float gShade;
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void main(void) {
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@ -27,7 +28,9 @@ void main(void) {
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waterWibble(gl_Position, uViewportSize, uWibbleOffset);
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}
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gUVW = texelFetch(uUVW, int(inTextureIdx)).xyz;
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vec3 uvw = texelFetch(uUVW, int(inTextureIdx)).xyz;
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gTexUV = uvw.xy;
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gTexLayer = int(uvw.z);
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gShade = inShade;
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}
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@ -38,13 +41,15 @@ uniform bool uSmoothingEnabled;
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uniform float uBrightnessMultiplier;
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uniform vec3 uGlobalTint;
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in vec3 gUVW;
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in vec2 gTexUV;
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flat in int gTexLayer;
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in float gShade;
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out vec4 outColor;
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void main(void) {
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vec4 texColor = texture(uTexture, gUVW);
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if (uSmoothingEnabled && discardTranslucent(uTexture, gUVW)) {
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vec3 uvw = vec3(gTexUV.x, gTexUV.y, gTexLayer);
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vec4 texColor = texture(uTexture, uvw);
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if (uSmoothingEnabled && discardTranslucent(uTexture, uvw)) {
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discard;
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}
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