mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
644d94090f
Added support for previewing layout animations. This includes pane SRT, tex SRT, material color (white/black blending), texture patterns, pane visibilty, and vertex colors. Added textbox previewing. The scaling will be off, and more features is planned (caching font data to disk for faster loading, improve rendering, etc). Rotations now render correctly for X/Y axis. Added game window preview. This removes any editor only drawn objects and also fits the layout to the screen (aka root pane) size. Add support for rendering custom blending with layout materials. Add support for loading character icons for mk8d. These are hardcoded and have been manually set. Note these will only load if within the menu.szs.
56 lines
No EOL
1.3 KiB
GLSL
56 lines
No EOL
1.3 KiB
GLSL
#version 330
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in vec2 vPosition;
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in vec4 vColor;
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in vec2 vTexCoord0;
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in vec2 vTexCoord1;
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in vec2 vTexCoord2;
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uniform mat4 modelViewMatrix;
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uniform vec2 uvScale0;
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uniform vec2 uvRotate0;
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uniform vec2 uvTranslate0;
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uniform int flipTexture;
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out vec4 VertexColor;
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out vec2 TexCoord0;
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out vec2 TexCoord1;
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out vec2 TexCoord2;
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vec2 rotateUV(vec2 uv, float rotation)
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{
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float mid = 0.5;
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return vec2(
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cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
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cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
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);
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}
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vec2 SetFlip(vec2 tex)
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{
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vec2 outTexCoord = tex;
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if (flipTexture == 1) //FlipH
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return vec2(-1, 1) * tex + vec2(1, 0);
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else if (flipTexture == 2) //FlipV
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return vec2(1, -1) * tex + vec2(0, 1);
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else if (flipTexture == 3) //Rotate90
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return rotateUV(tex, 90.0);
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else if (flipTexture == 4) //Rotate180
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return rotateUV(tex, 180.0);
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else if (flipTexture == 5) //Rotate270
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return rotateUV(tex, 270.0);
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return outTexCoord;
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}
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void main()
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{
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vec2 texCoord0Transformed = uvScale0 * vTexCoord0.xy + uvTranslate0;
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TexCoord0 = SetFlip(texCoord0Transformed);
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TexCoord1 = SetFlip(texCoord0Transformed);
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TexCoord2 = SetFlip(texCoord0Transformed);
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VertexColor = vColor;
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gl_Position = modelViewMatrix * vec4(vPosition, 0, 1);
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} |