flip quad uvs
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@@ -368,7 +368,7 @@ namespace Game
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quad.EData.Transform = boardTransform;
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quad.EData.Transform = boardTransform;
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quad.EData.Transform.TranslateLocal(Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * 0.21f);
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quad.EData.Transform.TranslateLocal(Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * 0.21f);
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quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
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quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
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quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, 0.0f});
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quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, bx::kPi});
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}
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}
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}
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}
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}
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}
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@@ -87,7 +87,8 @@ float dither(float brightness, vec2 inputUv)
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void main()
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void main()
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{
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{
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vec3 rawTex = texture2D(s_texColor, v_uv0).xyz;
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vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y);
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vec3 rawTex = texture2D(s_texColor, uv).xyz;
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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gl_FragColor = vec4(rawTex, 1.0);
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gl_FragColor = vec4(rawTex, 1.0);
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}
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}
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