diff options
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/tile-shader.cpp | 7 | ||||
-rw-r--r-- | shaders/tile-shader.hpp | 4 | ||||
-rw-r--r-- | shaders/tile-shader.vert | 2 |
3 files changed, 5 insertions, 8 deletions
diff --git a/shaders/tile-shader.cpp b/shaders/tile-shader.cpp index 2218d463..12bc0a6d 100644 --- a/shaders/tile-shader.cpp +++ b/shaders/tile-shader.cpp @@ -39,11 +39,7 @@ tile_shader& tile_shader::set_scale(const Vector2& scale) tile_shader& tile_shader::set_camera_offset(Vector2d camera_offset) { - static constexpr auto MAX = std::numeric_limits<std::int32_t>::max(); - ASSERT(std::fabs(camera_offset[0]) <= MAX); - ASSERT(std::fabs(camera_offset[1]) <= MAX); _camera_offset = camera_offset; - return *this; } @@ -56,9 +52,10 @@ tile_shader& tile_shader::set_tint(const Vector4& tint) void tile_shader::_draw() { - if (const auto offset = Vector2i{(std::int32_t)_camera_offset[0], (std::int32_t)_camera_offset[1]}; + if (const auto offset = Vector2{(float)_camera_offset[0], (float)_camera_offset[1]}; offset != _real_camera_offset) { + ASSERT(offset[0] < 1 << 24 && offset[1] < 1 << 24); _real_camera_offset = offset; setUniform(OffsetUniform, offset); } diff --git a/shaders/tile-shader.hpp b/shaders/tile-shader.hpp index c8d609f3..d538c4cc 100644 --- a/shaders/tile-shader.hpp +++ b/shaders/tile-shader.hpp @@ -33,7 +33,7 @@ private: Vector2d _camera_offset; Vector4 _tint; Vector2 _scale; - Vector2i _real_camera_offset; + Vector2 _real_camera_offset; enum { ScaleUniform = 0, OffsetUniform = 1, TintUniform = 2, }; }; @@ -48,7 +48,7 @@ auto tile_shader::draw(T&& mesh, Xs&&... xs) -> constexpr Vector2d tile_shader::project(const Vector3d pt) { - const auto x = -pt[0], y = pt[1], z = pt[2]; + const auto x = pt[0], y = pt[1], z = pt[2]; return { (x-y), (x+y+z*2)*.59 }; } diff --git a/shaders/tile-shader.vert b/shaders/tile-shader.vert index d28f25fb..8b3f2dba 100644 --- a/shaders/tile-shader.vert +++ b/shaders/tile-shader.vert @@ -1,7 +1,7 @@ precision highp float; layout (location = 0) uniform vec2 scale; -layout (location = 1) uniform ivec2 offset; +layout (location = 1) uniform vec2 offset; layout (location = 0) in vec4 position; layout (location = 1) in vec2 texcoords; |