Fix issues with shader code
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da8629164e
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6b1f96e0c1
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@ -16,8 +16,8 @@ varying vec2 outPosition;
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varying float outTintEffect;
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varying vec4 outTint;
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uniform bool hasShadow;
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uniform bool yCenter;
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uniform int hasShadow;
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uniform int yCenter;
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uniform float vCutoff;
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uniform vec2 relPosition;
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uniform vec2 size;
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@ -55,13 +55,13 @@ void main()
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/* Apply tone */
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color.rgb += tone.rgb * (color.a / 255.0);
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if (hasShadow) {
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if (hasShadow == 1) {
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float width = size.x - (yOffset / 2.0);
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float spriteX = ((floor(outPosition.x / 6.0) - relPosition.x) / width) + 0.5;
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float spriteY = ((floor(outPosition.y / 6.0) - relPosition.y) / size.y);
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if (yCenter) {
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if (yCenter == 1) {
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spriteY += 0.5;
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} else {
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spriteY += 1.0;
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@ -133,8 +133,8 @@ export default class SpritePipeline extends Phaser.Renderer.WebGL.Pipelines.Mult
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}
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onPreRender(): void {
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this.setBoolean('hasShadow', false);
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this.setBoolean('yCenter', false);
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this.set1i('hasShadow', 0);
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this.set1i('yCenter', 0);
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this.set2f('relPosition', 0, 0);
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this.set2f('size', 0, 0);
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this.set1f('yOffset', 0);
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@ -154,8 +154,8 @@ export default class SpritePipeline extends Phaser.Renderer.WebGL.Pipelines.Mult
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? [ sprite.parentContainer.x, sprite.parentContainer.y ]
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: [ sprite.x, sprite.y ];
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position[0] += -(sprite.width - sprite.frame.width) / 2 + sprite.frame.x;
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this.setBoolean('hasShadow', hasShadow);
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this.setBoolean('yCenter', sprite.originY === 0.5);
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this.set1i('hasShadow', hasShadow ? 1 : 0);
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this.set1i('yCenter', sprite.originY === 0.5 ? 1 : 0);
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this.set2f('relPosition', position[0], position[1]);
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this.set2f('size', sprite.frame.width, sprite.height);
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this.set1f('yOffset', sprite.height - sprite.frame.height);
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@ -157,7 +157,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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const ret = this.scene.add.sprite(0, 0, `pkmn__${this.isPlayer() ? 'back__' : ''}sub`);
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ret.setOrigin(0.5, 1);
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ret.setPipeline(this.scene.spritePipeline, { tone: [ 0.0, 0.0, 0.0, 0.0 ], hasShadow: !!hasShadow });
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ret.preFX.add
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return ret;
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};
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