Fixed vertex shader compilation error on my intel hd graphics card.
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parent
831145dda8
commit
274b605b05
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@ -4,4 +4,4 @@
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[resource]
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script = ExtResource( 1 )
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aspect_ratio = Vector2( 13.134, 9 )
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aspect_ratio = Vector2( 13.252, 10.607 )
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25
Main.tscn
25
Main.tscn
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@ -1,4 +1,4 @@
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[gd_scene load_steps=19 format=2]
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://TryingOutSomethingNew.gd" type="Script" id=1]
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[ext_resource path="res://Node2D.gd" type="Script" id=2]
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@ -37,7 +37,7 @@ shader = SubResource( 1 )
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shader_param/albedo = Color( 0.768627, 0.231373, 0.231373, 1 )
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shader_param/ha = null
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[sub_resource type="Image" id=17]
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[sub_resource type="Image" id=15]
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data = {
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"data": PoolByteArray( 0, 0, 128, 62, 0, 0, 0, 0, 0, 0, 0, 0, 154, 153, 25, 62, 0, 0, 0, 0, 0, 0, 128, 62, 0, 0, 0, 0, 154, 153, 25, 62, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 128, 62, 0, 0, 0, 0, 0, 0, 0, 0, 154, 153, 25, 190, 0, 0, 0, 0, 0, 0, 128, 62, 0, 0, 0, 0, 154, 153, 25, 190, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63 ),
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"format": "RGBAFloat",
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@ -49,7 +49,7 @@ data = {
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[sub_resource type="ImageTexture" id=16]
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flags = 0
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flags = 0
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image = SubResource( 17 )
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image = SubResource( 15 )
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size = Vector2( 8, 1 )
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[sub_resource type="CapsuleMesh" id=5]
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@ -68,7 +68,7 @@ uniform sampler2D table : hint_albedo;
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vec4 indx(int i) {
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//return vec4(1.0, 1.0, 0.0, 1.0);
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return texture(table, vec2(float(i) * 0.125 + 0.0625), 0.5);
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return textureLod(table, vec2(float(i) * 0.125 + 0.0625), 0);
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}
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void vertex() {
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@ -107,24 +107,9 @@ void fragment() {
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ALBEDO = texture(table, UV).rgb;
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}"
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[sub_resource type="Image" id=18]
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data = {
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"data": PoolByteArray( 0, 0, 128, 62, 0, 0, 0, 0, 0, 0, 0, 0, 154, 153, 25, 62, 0, 0, 0, 0, 0, 0, 128, 62, 0, 0, 0, 0, 154, 153, 25, 62, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 128, 62, 0, 0, 0, 0, 0, 0, 0, 0, 154, 153, 25, 190, 0, 0, 0, 0, 0, 0, 128, 62, 0, 0, 0, 0, 154, 153, 25, 190, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 63 ),
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"format": "RGBAFloat",
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"height": 1,
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"mipmaps": false,
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"width": 8
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}
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[sub_resource type="ImageTexture" id=19]
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flags = 0
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flags = 0
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image = SubResource( 18 )
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size = Vector2( 8, 1 )
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[sub_resource type="ShaderMaterial" id=7]
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shader = SubResource( 6 )
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shader_param/table = SubResource( 19 )
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shader_param/table = SubResource( 16 )
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[sub_resource type="QuadMesh" id=8]
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@ -23,7 +23,6 @@ func _check_for_use(event: InputEvent, tool_context: SummerDayToolContext):
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var keys = touch_dict.keys()
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initial_touches = [touch_dict[keys[0]], touch_dict[keys[1]]]
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print(touch_dict)
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if event is InputEventScreenDrag:
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touch_dict[event.index] = event.position
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@ -35,32 +34,6 @@ func _check_for_use(event: InputEvent, tool_context: SummerDayToolContext):
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return false
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func _run(event: InputEvent, tool_context: SummerDayToolContext):
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# var jump := Transform2D.IDENTITY
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#
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# # Calculate scale.
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# var initial_distance = initial_touches[0].distance_to(initial_touches[1])
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# var current_distance = current_touches[0].distance_to(current_touches[1])
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# var scale = current_distance / initial_distance
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#
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# # Calculate rotation.
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# var initial_angle = initial_touches[0].angle_to_point(initial_touches[1])
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# var current_angle = current_touches[0].angle_to_point(current_touches[1])
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# var rotation = current_angle - initial_angle
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#
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# jump = jump.scaled(Vector2(scale, scale)).rotated(rotation)
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#
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# # Calculate origin.
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# var transformed_initial_touch = jump.xform(initial_touches[0])
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# var offset = current_touches[0] - transformed_initial_touch
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#
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# #print(jump)
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# jump.origin = offset
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# #jump = jump.translated(offset)
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# #print(jump)
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#
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# var transform = jump * initial_transform
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# #print(transform)
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var init_set = [
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initial_touches[0],
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initial_touches[1],
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@ -80,8 +53,6 @@ func _run(event: InputEvent, tool_context: SummerDayToolContext):
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curr_set[0], curr_set[1], curr_set[2], curr_set[3]
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)
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#print(basis)
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var transform = Transform2D(
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Vector2(basis.x.x, basis.x.y),
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Vector2(basis.y.x, basis.y.y),
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@ -9,7 +9,3 @@ func _init():
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SummerDayZoomCanvasTool.new(),
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SummerDayRotationCanvasTool.new(),
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]
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -154,6 +154,10 @@ config/icon="res://icon.png"
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Util="res://addons/summer_day/utilities/math_helper.gd"
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[editor_plugins]
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enabled=PoolStringArray( "res://addons/summer_day/plugin.cfg" )
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[gdnative]
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singletons=[ "res://addons/godot-git-plugin/git_api.gdnlib" ]
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