remove spine integration

This commit is contained in:
BlackMATov
2020-10-30 02:34:05 +07:00
parent 5dfea8b512
commit 7cfc8fdac6
44 changed files with 0 additions and 2901 deletions

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@@ -1,10 +0,0 @@
uniform sampler2D u_texture;
varying vec2 v_st0;
varying vec4 v_color0;
void main() {
vec4 c = texture2D(u_texture, v_st0) * v_color0;
c.rgb *= c.a;
gl_FragColor = c;
}

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@@ -1,4 +0,0 @@
{
"vertex" : "spine_shader.vert",
"fragment" : "spine_shader.frag"
}

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@@ -1,36 +0,0 @@
uniform vec2 u_screen_s;
uniform mat4 u_matrix_vp;
attribute vec3 a_vertex;
attribute vec2 a_st0;
attribute vec4 a_color0;
varying vec2 v_st0;
varying vec4 v_color0;
vec2 round(vec2 v) {
return vec2(
floor(v.x + 0.5),
floor(v.y + 0.5));
}
vec4 pixel_snap(vec4 pos) {
vec2 hpc = u_screen_s * 0.5;
vec2 pixel_pos = round((pos.xy / pos.w) * hpc);
pos.xy = pixel_pos / hpc * pos.w;
return pos;
}
vec4 vertex_to_homo(vec3 pos) {
return vec4(pos, 1.0) * u_matrix_vp;
}
void main() {
v_st0 = a_st0;
v_color0 = a_color0;
#ifndef VERTEX_SNAPPING_ON
gl_Position = vertex_to_homo(a_vertex);
#else
gl_Position = pixel_snap(vertex_to_homo(a_vertex));
#endif
}