[graphics] revert bad change to sprite shader (#1225)

* revert bad change to sprite shader

* only revert half the change

* fix order
This commit is contained in:
water111
2022-03-08 19:39:48 -05:00
committed by GitHub
parent e6023e69b7
commit 2a78d0a190
4 changed files with 14 additions and 1 deletions
@@ -221,6 +221,10 @@ void Sprite3::render_2d_group0(DmaFollower& dma,
m_frame_data.min_scale);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "max_scale"),
m_frame_data.max_scale);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "fog_min"),
m_frame_data.fog_min);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "fog_max"),
m_frame_data.fog_max);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "bonus"),
m_frame_data.bonus);
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE3].id(), "hmge_scale"), 1,
@@ -199,6 +199,10 @@ void SpriteRenderer::render_2d_group0(DmaFollower& dma,
m_frame_data.min_scale);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "max_scale"),
m_frame_data.max_scale);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "fog_min"),
m_frame_data.fog_min);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "fog_max"),
m_frame_data.fog_max);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "bonus"),
m_frame_data.bonus);
glUniform4fv(glGetUniformLocation(render_state->shaders[ShaderId::SPRITE].id(), "hmge_scale"), 1,
@@ -12,6 +12,8 @@ uniform mat4 hud_matrix;
uniform vec4 hud_hvdf_offset;
uniform vec4 hud_hvdf_user[75];
uniform float pfog0;
uniform float fog_min;
uniform float fog_max;
uniform float min_scale;
uniform float max_scale;
uniform float bonus;
@@ -104,6 +106,7 @@ void main() {
transformed_pos_vf02.xyz *= Q;
vec4 offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset;
offset_pos_vf10.w = max(offset_pos_vf10.w, fog_min);
/* transformed_pos_vf02.w = offset_pos_vf10.w - fog_max;
int fge = matrix == 0;
@@ -19,6 +19,8 @@ uniform float deg_to_rad;
uniform float inv_area;
uniform vec4 basis_x;
uniform vec4 basis_y;
uniform float fog_min;
uniform float fog_max;
uniform vec4 hmge_scale;
uniform vec4 xy_array[8];
uniform vec4 xyz_array[4];
@@ -104,7 +106,7 @@ void main() {
transformed_pos_vf02.xyz *= Q;
vec4 offset_pos_vf10 = transformed_pos_vf02 + hvdf_offset;
offset_pos_vf10.w = max(offset_pos_vf10.w, fog_min);
/* transformed_pos_vf02.w = offset_pos_vf10.w - fog_max;
int fge = matrix == 0;
if (transformed_pos_vf02.w != 0) {