Fixing circle shader
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186c83659c
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@ -26,6 +26,7 @@ void debugdraw_init()
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{
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circleShader = MakeShader("circlevert.glsl", "circlefrag.glsl");
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shader_setUBO(circleShader, "Projection", 0);
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shader_setUBO(circleShader, "Resolution", 0);
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glGenBuffers(1, &circleVBO);
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glGenVertexArrays(1, &circleVAO);
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@ -60,6 +60,7 @@ struct sprite *tsprite = NULL;
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static unsigned int projUBO;
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static unsigned int resUBO;
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void debug_draw_phys(int draw) {
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debugDrawPhysics = draw;
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@ -107,6 +108,14 @@ void openglInit()
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shader_setUBO(spriteShader, "Projection", 0);
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shader_setUBO(textShader, "Projection", 0);
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shader_setUBO(animSpriteShader, "Projection", 0);
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/*
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glGenBuffers(1,&resUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, resUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(float)*2, NULL, GL_DYNAMIC_DRAW);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, resUBO, 0, sizeof(float)*2);
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glBindBuffer(GL_UNIFORM_BUFFER,0);
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*/
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}
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@ -126,7 +135,6 @@ void add_zoom(float val) { zoom = val; }
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void openglRender(struct window *window)
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{
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -150,7 +158,11 @@ void openglRender(struct window *window)
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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/*
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float res[2] = {window->width, window->height};
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glBindBuffer(GL_UNIFORM_BUFFER, resUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float)*2, res);
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*/
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/* Game sprites */
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switch (renderMode) {
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@ -7,8 +7,13 @@ layout (std140) uniform Projection
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mat4 projection;
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};
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layout (std140) uniform Resolution
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{
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vec2 resolution;
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};
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void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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coords = vertex.zw;
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coords = vertex.zw*resolution;
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}
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