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3 Commits

Author SHA1 Message Date
Dean Herbert
05a035cf77 Merge pull request #226 from Tom94/only-rounded-shader
Cursor trail shader: target rounded fragment shader
2022-11-13 16:12:47 +09:00
Thomas Müller-Höhne
5c66f56cfd Make CursorTrail use the non-rounded shader fast path 2022-11-12 21:23:41 +09:00
Thomas Müller-Höhne
b5a8857bc6 Cursor trail shader: target rounded fragment shader
Compatibility with osu-framework change https://github.com/ppy/osu-framework/pull/5512
2022-11-12 17:04:00 +09:00

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@@ -4,11 +4,11 @@ attribute vec2 m_TexCoord;
attribute vec4 m_TexRect;
attribute float m_Time;
varying vec2 v_DrawingPosition;
varying vec2 v_MaskingPosition;
varying vec4 v_Colour;
varying vec2 v_TexCoord;
varying vec4 v_TexRect;
varying vec2 v_BlendRange;
uniform mat4 g_ProjMatrix;
uniform mat3 g_ToMaskingSpace;
@@ -23,14 +23,11 @@ void main(void)
vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
v_MaskingPosition = maskingPos.xy / maskingPos.z;
// Transform to position to masking space.
vec3 drawingPos = g_ToDrawingSpace * vec3(m_Position, 1.0);
v_DrawingPosition = drawingPos.xy / drawingPos.z;
v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), g_FadeExponent));
v_TexCoord = m_TexCoord;
v_TexRect = m_TexRect;
v_BlendRange = vec2(0.0);
gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
}