flip quad uvs

This commit is contained in:
Asuro
2025-03-29 17:49:10 +01:00
parent 39164bffa5
commit cd03f89465
3 changed files with 5 additions and 4 deletions

View File

@@ -368,7 +368,7 @@ namespace Game
quad.EData.Transform = boardTransform;
quad.EData.Transform.TranslateLocal(Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * 0.21f);
quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, 0.0f});
quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, bx::kPi});
}
}
}

View File

@@ -87,7 +87,8 @@ float dither(float brightness, vec2 inputUv)
void main()
{
vec3 rawTex = texture2D(s_texColor, v_uv0).xyz;
vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y);
vec3 rawTex = texture2D(s_texColor, uv).xyz;
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
gl_FragColor = vec4(rawTex, 1.0);
}