replace placeholder character with female
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+1
-1
@@ -910,7 +910,7 @@ static bool init_resources() {
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return false;
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return false;
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}
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}
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player_texture = create_texture("characters/Basic Charakter Spritesheet.png");
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player_texture = create_texture("characters/main_character_female_sprite_sheet.png");
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if (!player_texture) {
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if (!player_texture) {
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log_error("Failed to create shader texture.");
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log_error("Failed to create shader texture.");
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return false;
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return false;
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@@ -28,14 +28,9 @@ VertexShaderOutput main_vertex(VertexShaderInput input) {
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input.pos.xy *= 0.5;
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input.pos.xy *= 0.5;
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output.pos = mul(float4(input.world_pos + input.pos.xy, 0, 1), view_projection_matrix);
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output.pos = mul(float4(input.world_pos + input.pos.xy + float2(0, -0.35), 0, 1), view_projection_matrix);
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output.uv = input.uv;
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output.uv = input.uv;
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// uint sprite_x = bitfieldExtract(input.sprite_selection, 16, 16);
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// uint sprite_y = bitfieldExtract(input.sprite_selection, 0, 16);
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// output.uv = (float2(sprite_x, sprite_y) + input.uv) * (1.0 / 4.0);
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return output;
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return output;
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}
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}
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@@ -42,7 +42,7 @@ fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_1 : u32
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_S2.pos_2.x = _S3.x;
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_S2.pos_2.x = _S3.x;
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_S2.pos_2.y = _S3.y;
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_S2.pos_2.y = _S3.y;
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var output_0 : VertexShaderOutput_0;
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var output_0 : VertexShaderOutput_0;
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output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S2.world_pos_1 + _S2.pos_2.xy, 0.0f, 1.0f))));
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output_0.pos_0 = (((mat4x4<f32>(view_projection_matrix_0.data_0[i32(0)][i32(0)], view_projection_matrix_0.data_0[i32(1)][i32(0)], view_projection_matrix_0.data_0[i32(2)][i32(0)], view_projection_matrix_0.data_0[i32(3)][i32(0)], view_projection_matrix_0.data_0[i32(0)][i32(1)], view_projection_matrix_0.data_0[i32(1)][i32(1)], view_projection_matrix_0.data_0[i32(2)][i32(1)], view_projection_matrix_0.data_0[i32(3)][i32(1)], view_projection_matrix_0.data_0[i32(0)][i32(2)], view_projection_matrix_0.data_0[i32(1)][i32(2)], view_projection_matrix_0.data_0[i32(2)][i32(2)], view_projection_matrix_0.data_0[i32(3)][i32(2)], view_projection_matrix_0.data_0[i32(0)][i32(3)], view_projection_matrix_0.data_0[i32(1)][i32(3)], view_projection_matrix_0.data_0[i32(2)][i32(3)], view_projection_matrix_0.data_0[i32(3)][i32(3)])) * (vec4<f32>(_S2.world_pos_1 + _S2.pos_2.xy + vec2<f32>(0.0f, -0.34999999403953552f), 0.0f, 1.0f))));
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output_0.uv_0 = _S2.uv_2;
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output_0.uv_0 = _S2.uv_2;
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return output_0;
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return output_0;
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}
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}
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