diff --git a/resources/shaders/common.glsl b/resources/shaders/common.glsl index 3ec9fb9..fbced17 100644 --- a/resources/shaders/common.glsl +++ b/resources/shaders/common.glsl @@ -42,18 +42,17 @@ uniform int textureWidth; uniform int textureHeight; uniform float animationProgress; -vec2 uSize = vec2(textureWidth, textureHeight); -bool uForOpening = forOpening == 1.0; - in vec2 texcoord0; out vec4 fragColor; -#define uProgress animationProgress -#define uPadding 0.0 -#define iTexCoord texcoord0 +vec2 uSize = vec2(textureWidth, textureHeight); +bool uForOpening = forOpening == 1.0; +vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y); +float uProgress = animationProgress; +float uPadding = 0.0; vec4 getInputColor(vec2 coords) { - vec4 color = texture2D(sampler, coords); + vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y)); if (color.a > 0.0) { color.rgb /= color.a; @@ -75,17 +74,16 @@ uniform int textureWidth; uniform int textureHeight; uniform float animationProgress; -vec2 uSize = vec2(textureWidth, textureHeight); -bool uForOpening = forOpening == 1.0; - varying vec2 texcoord0; -#define uProgress animationProgress -#define uPadding 0.0 -#define iTexCoord texcoord0 +vec2 uSize = vec2(textureWidth, textureHeight); +bool uForOpening = forOpening == 1.0; +vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y); +float uProgress = animationProgress; +float uPadding = 0.0; vec4 getInputColor(vec2 coords) { - vec4 color = texture2D(sampler, coords); + vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y)); if (color.a > 0.0) { color.rgb /= color.a;