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* 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 * Make exp sprite keys a set instead of an array * Remove outdated exp sprite jsons Co-authored-by: Unicorn_Power 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> --------- Co-authored-by: Unicorn_Power <189861924+Unicornpowerstar@users.noreply.github.com>
32 lines
737 B
GLSL
32 lines
737 B
GLSL
precision mediump float;
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uniform mat4 uProjectionMatrix;
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uniform int uRoundPixels;
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uniform vec2 uResolution;
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attribute vec2 inPosition;
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attribute vec2 inTexCoord;
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attribute float inTexId;
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attribute float inTintEffect;
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attribute vec4 inTint;
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varying vec2 outTexCoord;
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varying vec2 outtexFrameUv;
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varying float outTexId;
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varying vec2 outPosition;
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varying float outTintEffect;
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varying vec4 outTint;
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void main()
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{
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gl_Position = uProjectionMatrix * vec4(inPosition, 1.0, 1.0);
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if (uRoundPixels == 1)
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{
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gl_Position.xy = floor(((gl_Position.xy + 1.0) * 0.5 * uResolution) + 0.5) / uResolution * 2.0 - 1.0;
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}
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outTexCoord = inTexCoord;
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outTexId = inTexId;
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outPosition = inPosition;
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outTint = inTint;
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outTintEffect = inTintEffect;
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} |