diff --git a/source/funkin/backend/shaders/FunkinShader.hx b/source/funkin/backend/shaders/FunkinShader.hx index d9a8ddd8..0b282ffb 100644 --- a/source/funkin/backend/shaders/FunkinShader.hx +++ b/source/funkin/backend/shaders/FunkinShader.hx @@ -483,9 +483,7 @@ vec4 textureCam(sampler2D bitmap, vec2 pos) { return flixel_texture2D(bitmap, camToOg(pos)); }"; - public static final fragBody:String = "vec4 color = flixel_texture2D (bitmap, openfl_TextureCoordv); - gl_FragColor = color; -"; + public static final fragBody:String = "gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);"; public static final vertHeader:String = "attribute float openfl_Alpha; attribute vec4 openfl_ColorMultiplier; attribute vec4 openfl_ColorOffset; @@ -499,7 +497,12 @@ varying vec2 openfl_TextureCoordv; uniform mat4 openfl_Matrix; uniform bool openfl_HasColorTransform; -uniform vec2 openfl_TextureSize;"; +uniform vec2 openfl_TextureSize; + +attribute float alpha; +attribute vec4 colorMultiplier; +attribute vec4 colorOffset; +uniform bool hasColorTransform;"; public static final vertBody:String = "openfl_Alphav = openfl_Alpha; openfl_TextureCoordv = openfl_TextureCoord; @@ -509,33 +512,26 @@ if(openfl_HasColorTransform) { openfl_ColorOffsetv = openfl_ColorOffset / 255.0; } +openfl_Alphav = openfl_Alpha * alpha; + +if(hasColorTransform) { + openfl_ColorOffsetv = colorOffset / 255.0; + openfl_ColorMultiplierv = colorMultiplier; +} + gl_Position = openfl_Matrix * openfl_Position;"; public static final defaultVertexSource:String = "#pragma header -attribute float alpha; -attribute vec4 colorMultiplier; -attribute vec4 colorOffset; -uniform bool hasColorTransform; - void main(void) { #pragma body - - openfl_Alphav = openfl_Alpha * alpha; - - if(hasColorTransform) { - openfl_ColorOffsetv = colorOffset / 255.0; - openfl_ColorMultiplierv = colorMultiplier; - } }"; - - // TODO: camera stuff public static final defaultFragmentSource:String = "#pragma header void main(void) { - gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv); + #pragma body }"; }