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calcualte texel offset on CPU not GPU
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3858a930a9
commit
b911ee9044
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@ -3,13 +3,13 @@
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uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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uniform float LOD;
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noperspective in vec2 texCoord;
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flat in float fragLOD;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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vec4 tex = textureLod(textureSampler, texCoord, LOD);
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FragClr = tex * vertColor;
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}
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@ -5,12 +5,11 @@ layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform float LOD;
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uniform float TexelOffset;
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uniform vec2 Dir;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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{
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@ -19,10 +18,9 @@ void main()
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VertPos.y += Dir.y * (gl_InstanceID+1);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
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}
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@ -3,13 +3,13 @@
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uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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uniform float LOD;
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noperspective in vec2 texCoord;
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flat in float fragLOD;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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vec4 tex = textureLod(textureSampler, texCoord, LOD);
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FragClr = tex * vertColor;
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}
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@ -5,14 +5,13 @@ layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform float LOD;
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uniform float TexelOffset;
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uniform vec2 Offset;
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uniform vec2 Dir;
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uniform int JumpIndex;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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{
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@ -23,10 +22,9 @@ void main()
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VertPos.y += Offset.y + Dir.y * YCount;
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
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}
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@ -9,7 +9,8 @@ noperspective in vec4 vertColor;
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out vec4 FragClr;
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void main()
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{
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if(isTextured == 1) {
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if(isTextured == 1)
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{
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vec4 tex = texture(textureSampler, texCoord);
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FragClr = tex * vertColor;
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}
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@ -3,13 +3,13 @@
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uniform sampler2D textureSampler;
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uniform vec4 vertColor;
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uniform float LOD;
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noperspective in vec2 texCoord;
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flat in float fragLOD;
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out vec4 FragClr;
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void main()
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{
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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vec4 tex = textureLod(textureSampler, texCoord, LOD);
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FragClr = tex * vertColor;
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}
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@ -5,18 +5,16 @@ layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform float LOD;
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uniform float TexelOffset;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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{
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
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}
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