+ | Texture finally working entirely

This commit is contained in:
RedShip
2025-01-29 18:38:55 +01:00
parent 645c621d4f
commit 6f42d10836
7 changed files with 10 additions and 6 deletions

View File

@ -238,6 +238,11 @@ void main()
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
// vec2 uv = ((vec2(pixel_coords)) / u_resolution);
// uv.x *= u_resolution.x / u_resolution.y;
// imageStore(output_image, pixel_coords, vec4(vec3(uv, 0.), 1.));
// return ;
if (u_pixelisation != 1 && (uint(pixel_coords.x) % u_pixelisation != 0 || uint(pixel_coords.y) % u_pixelisation != 0))
return;

View File

@ -113,8 +113,8 @@ vec3 getTextureColor(int texture_index, hitInfo hit)
{
GPUTriangle tri = triangles[hit.obj_index];
uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
uv = vec2(uv.x, 1-uv.y);
}
return (texture(textures[texture_index], uv).rgb);
}