Removed Ramp glitch (same trick as with clamping borders with obstacles)

Tools (bomb) can be set on top of obstacles and even terrain!
This commit is contained in:
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2017-08-04 17:46:55 +02:00
parent 472c36aec7
commit 0c0748b13d
3 changed files with 8 additions and 0 deletions
app
build
intermediates
src

@ -5,6 +5,8 @@ uniform float alpha;
uniform vec2 texAtlasSize;
uniform float texAtlasIndex;
const float clampBorder = 0.005;
varying vec2 pass_TexCoords;
vec2 getTexCoordsInAtlas(in float atlasIndex);
@ -12,6 +14,8 @@ vec2 getTexCoordsInAtlas(in float atlasIndex);
void main() {
vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
texAtlasCoords = clamp(texAtlasCoords, clampBorder, 1.0 - clampBorder);
gl_FragColor = texture2D(texture, texAtlasCoords);
gl_FragColor.a = min(gl_FragColor.a, alpha);

@ -5,6 +5,8 @@ uniform float alpha;
uniform vec2 texAtlasSize;
uniform float texAtlasIndex;
const float clampBorder = 0.005;
varying vec2 pass_TexCoords;
vec2 getTexCoordsInAtlas(in float atlasIndex);
@ -12,6 +14,8 @@ vec2 getTexCoordsInAtlas(in float atlasIndex);
void main() {
vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
texAtlasCoords = clamp(texAtlasCoords, clampBorder, 1.0 - clampBorder);
gl_FragColor = texture2D(texture, texAtlasCoords);
gl_FragColor.a = min(gl_FragColor.a, alpha);