pokerogue/src/pipelines/glsl/spriteShader.vert
Sirz Benjie 787feceb14
[Refactor] Refactor variant sprite code part 1 (#5592)
* Move exp to its own masterlist, simplify initVariantData

* Update test/sprites/pokemonSprite.test.ts

* Extract loadPokemonVariantAssets out of BattleScene

* move variant.ts and update pokemon.loadAssets

* Add fuzzy matching for applying variant recolors

* Move glsl shaders to their own files

* Remove extra variants from shader masterlist

Their exp sprites have since been removed.

Co-authored-by: Unicorn_Power <189861924+Unicornpowerstar@users.noreply.github.com>

* Make exp sprite keys a set instead of an array

* Remove outdated exp sprite jsons

Co-authored-by: Unicorn_Power <189861924+Unicornpowerstar@users.noreply.github.com>

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Co-authored-by: Unicorn_Power <189861924+Unicornpowerstar@users.noreply.github.com>
2025-04-09 10:43:05 -05:00

32 lines
737 B
GLSL

precision mediump float;
uniform mat4 uProjectionMatrix;
uniform int uRoundPixels;
uniform vec2 uResolution;
attribute vec2 inPosition;
attribute vec2 inTexCoord;
attribute float inTexId;
attribute float inTintEffect;
attribute vec4 inTint;
varying vec2 outTexCoord;
varying vec2 outtexFrameUv;
varying float outTexId;
varying vec2 outPosition;
varying float outTintEffect;
varying vec4 outTint;
void main()
{
gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
if (uRoundPixels == 1)
{
gl_Position.xy = floor(((gl_Position.xy + 1.0) * 0.5 * uResolution) + 0.5) / uResolution * 2.0 - 1.0;
}
outTexCoord = inTexCoord;
outTexId = inTexId;
outPosition = inPosition;
outTint = inTint;
outTintEffect = inTintEffect;
}