diff options
author | Kae <80987908+Novaenia@users.noreply.github.com> | 2024-06-26 13:03:30 +1000 |
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committer | Kae <80987908+Novaenia@users.noreply.github.com> | 2024-06-26 13:03:30 +1000 |
commit | 563d95b9e6c67a6de31ef00ad0ec4fd1d597a6b1 (patch) | |
tree | 57bf4a6530b07ff1ae2ca07456daea9c6c722009 /assets/opensb/rendering | |
parent | c405fda45cf4eda4ff501c4613c56ead6ff19265 (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.config | 8 | ||||
-rw-r--r-- | assets/opensb/rendering/effects/interface.vert | 8 |
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; |