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-rw-r--r--shaders/tile-shader.cpp2
-rw-r--r--shaders/tile-shader.hpp1
-rw-r--r--shaders/tile-shader.vert3
3 files changed, 5 insertions, 1 deletions
diff --git a/shaders/tile-shader.cpp b/shaders/tile-shader.cpp
index 12bc0a6d..87238f5a 100644
--- a/shaders/tile-shader.cpp
+++ b/shaders/tile-shader.cpp
@@ -30,6 +30,8 @@ tile_shader::tile_shader()
set_tint({1, 1, 1, 1});
}
+tile_shader::~tile_shader() = default;
+
tile_shader& tile_shader::set_scale(const Vector2& scale)
{
if (scale != _scale)
diff --git a/shaders/tile-shader.hpp b/shaders/tile-shader.hpp
index 93f78a1c..6cb81c7e 100644
--- a/shaders/tile-shader.hpp
+++ b/shaders/tile-shader.hpp
@@ -12,6 +12,7 @@ struct tile_shader : GL::AbstractShaderProgram
typedef GL::Attribute<1, Vector2> TextureCoordinates;
explicit tile_shader();
+ ~tile_shader() override;
Vector2 scale() const { return _scale; }
tile_shader& set_scale(const Vector2& scale);
diff --git a/shaders/tile-shader.vert b/shaders/tile-shader.vert
index 8b3f2dba..2b622317 100644
--- a/shaders/tile-shader.vert
+++ b/shaders/tile-shader.vert
@@ -5,11 +5,12 @@ layout (location = 1) uniform vec2 offset;
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 texcoords;
+layout (location = 2) in float foo = 1;
noperspective out vec2 frag_texcoords;
void main() {
float cx = 1/scale.x, cy = 1/scale.y;
float x = -position.y, y = -position.x, z = position.z;
- gl_Position = vec4((x-y+offset.x)*cx, (x+y+z*2)*cy*.59-offset.y*cy, 0, 1);
+ gl_Position = vec4((x-y+offset.x)*cx, (x+y+z*2)*cy*.59-offset.y*cy*foo, 0, 1);
frag_texcoords = texcoords;
}