globalTransform in VBO
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aa6db0aa94
commit
f3d7365777
2 changed files with 3 additions and 1 deletions
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@ -80,6 +80,7 @@ void main()
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float d = smoothstep(0.2, 0.8, z + 0.2 * (screenPos.x + screenPos.y));
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float d = smoothstep(0.2, 0.8, z + 0.2 * (screenPos.x + screenPos.y));
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d = min(d, fade);
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d = min(d, fade);
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outputColor = vec4(mix(fgColor.rgb, backgroundColor.rgb, d),1.0);
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outputColor = vec4(mix(fgColor.rgb, backgroundColor.rgb, d),1.0);
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//outputColor = vec4(mix(1.0 - msdf_rgb_a.rgb, backgroundColor.rgb, d),1.0);
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//outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0);
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//outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0);
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//outputColor = vec4(1.0-msdf_rgb_a.rgb, 1.0);
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//outputColor = vec4(1.0-msdf_rgb_a.rgb, 1.0);
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@ -8,6 +8,7 @@ layout (location = 1) in vec2 vertexUV_a;
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layout (location = 2) in vec2 vertexUV_b;
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layout (location = 2) in vec2 vertexUV_b;
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layout (location = 3) in vec4 vertexColor;
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layout (location = 3) in vec4 vertexColor;
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layout (location = 4) in float vertexMix;
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layout (location = 4) in float vertexMix;
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layout (location = 5) in mat4 globalTransform;
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out vec2 uv_a;
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out vec2 uv_a;
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out vec2 uv_b;
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out vec2 uv_b;
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@ -20,5 +21,5 @@ void main()
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uv_b = vertexUV_b;
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uv_b = vertexUV_b;
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fontColor = vertexColor;
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fontColor = vertexColor;
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msdf_mix = vertexMix;
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msdf_mix = vertexMix;
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gl_Position = modelViewProjectionMatrix * vertexPosition;
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gl_Position = modelViewProjectionMatrix * globalTransform * vertexPosition;
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}
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}
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