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author | Nemrav <> | 2024-11-17 22:51:35 +0100 |
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committer | Nemrav <> | 2024-11-17 22:51:35 +0100 |
commit | 0d1f42829b154c172608450e3689c56cbfacb4fd (patch) | |
tree | f5aa2633ea252ba2e602c88fea5d9b77a1b83283 /game/src/Game/GameSession/billboard.gdshader | |
parent | 54ddd94739d7efa3b7539d638edaf89b023ef903 (diff) |
billboards placement
Diffstat (limited to 'game/src/Game/GameSession/billboard.gdshader')
-rw-r--r-- | game/src/Game/GameSession/billboard.gdshader | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/game/src/Game/GameSession/billboard.gdshader b/game/src/Game/GameSession/billboard.gdshader index e207ff9..e854bcf 100644 --- a/game/src/Game/GameSession/billboard.gdshader +++ b/game/src/Game/GameSession/billboard.gdshader @@ -5,6 +5,8 @@ uniform sampler2D billboards[255]; uniform int numframes[255]; uniform float sizes[255]; +uniform float height_add_factor = 0.3; + //COLOR/INSTANCE_CUSTOM is our custom data, used as follows: // x=image index // y=frame in image index @@ -19,7 +21,7 @@ void vertex() { vec3 vert_pos_world = cam_right_worldspace * VERTEX.x * size + cam_up_worldspace * VERTEX.y * size; - VERTEX = vert_pos_world; + VERTEX = vert_pos_world + vec3(0,height_add_factor*size,0); } void fragment() { |