mirror of https://github.com/bjornbytes/lovr.git
Update getPixel syntax for array textures;
vec3 is just kinda weird.
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507c02bfb1
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@ -155,7 +155,8 @@ layout(location = 14) in vec3 Tangent;
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vec4 getPixel(texture2D t, vec2 uv) { return texture(sampler2D(t, Sampler), uv); }
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vec4 getPixel(texture3D t, vec3 uvw) { return texture(sampler3D(t, Sampler), uvw); }
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vec4 getPixel(textureCube t, vec3 dir) { return texture(samplerCube(t, Sampler), dir); }
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vec4 getPixel(texture2DArray t, vec3 uvw) { return texture(sampler2DArray(t, Sampler), uvw); }
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vec4 getPixel(texture2DArray t, vec2 uv, uint layer) { return texture(sampler2DArray(t, Sampler), vec3(uv, layer)); }
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vec4 getPixel(texture2DArray t, vec2 uv, float layer) { return texture(sampler2DArray(t, Sampler), vec3(uv, layer)); }
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#endif
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#ifdef GL_FRAGMENT_SHADER
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@ -8,6 +8,5 @@ layout(set = 1, binding = 1) uniform texture2DArray ArrayTexture;
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vec4 lovrmain() {
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vec2 uv = vec2(2 * UV.x, UV.y);
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vec3 uvw = vec3(uv, round(UV.x));
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return Color * getPixel(ArrayTexture, uvw);
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return Color * getPixel(ArrayTexture, uv, round(UV.x));
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}
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