| @@ -23,8 +23,8 @@ void main() | |||||
| float u = float(in_Char & 0xfu) / 32.0 + 0.0; | float u = float(in_Char & 0xfu) / 32.0 + 0.0; | ||||
| float v = float((in_Char >> 4u) & 0xfu) / 32.0 + 0.5; | float v = float((in_Char >> 4u) & 0xfu) / 32.0 + 0.5; | ||||
| #else | #else | ||||
| float u = 3.0 / 32.0; | |||||
| float v = 3.0 / 32.0 + 0.5; | |||||
| float u = mod(in_Char.x, 16.0) / 32.0 + 0.0; | |||||
| float v = floor(in_Char.x / 16.0) / 32.0 + 0.5; | |||||
| #endif | #endif | ||||
| pass_UV = vec2(u, v); | pass_UV = vec2(u, v); | ||||
| @@ -45,9 +45,9 @@ void main() | |||||
| float D = 0.0; | float D = 0.0; | ||||
| float E = 0.0; | float E = 0.0; | ||||
| float F = 1.0; | |||||
| float G = 1.0; | |||||
| float H = 1.0; | |||||
| float F = mod(floor(in_Attr.y / 8.0), 16.0) / 15.0; | |||||
| float G = (mod(in_Attr.y, 8.0) * 2.0 + floor(in_Attr.x / 128.0)) / 15.0; | |||||
| float H = mod(floor(in_Attr.x / 16.0), 8.0) / 7.0; | |||||
| #endif | #endif | ||||
| pass_Background = vec4(B + 0.0625, C + 0.125, D + 0.125, 1.0 - A); | pass_Background = vec4(B + 0.0625, C + 0.125, D + 0.125, 1.0 - A); | ||||