flip quad uvs
This commit is contained in:
@@ -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});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user