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authorKae <80987908+Novaenia@users.noreply.github.com>2024-06-26 13:03:30 +1000
committerKae <80987908+Novaenia@users.noreply.github.com>2024-06-26 13:03:30 +1000
commit563d95b9e6c67a6de31ef00ad0ec4fd1d597a6b1 (patch)
tree57bf4a6530b07ff1ae2ca07456daea9c6c722009 /assets/opensb/rendering
parentc405fda45cf4eda4ff501c4613c56ead6ff19265 (diff)
remove redundant vertexRounding uniform from interface shader
interface is always drawn without super-sampling anyway
Diffstat (limited to 'assets/opensb/rendering')
-rw-r--r--assets/opensb/rendering/effects/interface.config8
-rw-r--r--assets/opensb/rendering/effects/interface.vert8
2 files changed, 1 insertions, 15 deletions
diff --git a/assets/opensb/rendering/effects/interface.config b/assets/opensb/rendering/effects/interface.config
index f153068..4616e72 100644
--- a/assets/opensb/rendering/effects/interface.config
+++ b/assets/opensb/rendering/effects/interface.config
@@ -1,13 +1,7 @@
{
"blitFrameBuffer" : "main",
- "effectParameters" : {
- "vertexRounding" : {
- "type" : "bool",
- "default" : false,
- "uniform" : "vertexRounding"
- }
- },
+ "effectParameters" : {},
"effectTextures" : {},
"effectShaders" : {
diff --git a/assets/opensb/rendering/effects/interface.vert b/assets/opensb/rendering/effects/interface.vert
index dfd94d4..a835eb8 100644
--- a/assets/opensb/rendering/effects/interface.vert
+++ b/assets/opensb/rendering/effects/interface.vert
@@ -6,7 +6,6 @@ uniform vec2 textureSize2;
uniform vec2 textureSize3;
uniform vec2 screenSize;
uniform mat3 vertexTransform;
-uniform bool vertexRounding;
in vec2 vertexPosition;
in vec4 vertexColor;
@@ -21,13 +20,6 @@ void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
- if (vertexRounding) {
- if (((vertexData >> 3) & 0x1) == 1)
- screenPosition.x = round(screenPosition.x);
- if (((vertexData >> 4) & 0x1) == 1)
- screenPosition.y = round(screenPosition.y);
- }
-
int vertexTextureIndex = vertexData & 0x3;
if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;