change rendering offsets for character, character shadow and trees
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change default camera tilt
This commit is contained in:
Sven Balzer
2026-08-05 21:50:13 +02:00
parent 4c158f25f0
commit 963ccc4ec8
10 changed files with 7 additions and 7 deletions
+1 -1
View File
@@ -68,7 +68,7 @@ static float volume_sfx = 50.0f;
static bool Running = true;
static float camera_fovy_degrees = 31.0f;
static float camera_tilt = 25.5f;
static float camera_tilt = 10.0f;
static float camera_distance = 13.5f;
static mat4x4 view_matrix;
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+1 -1
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@@ -37,7 +37,7 @@ VertexShaderOutput main_vertex(VertexShaderInput input) {
default: {}
}
output.pos = mul(float4(input.world_pos + vertex_pos, 0, 1), view_projection_matrix);
output.pos = mul(float4(input.world_pos + vertex_pos + float2(0, 0.35), 0, 1), view_projection_matrix);
uint sprite_x = bitfieldExtract(input.sprite_selection, 16, 16);
uint sprite_y = bitfieldExtract(input.sprite_selection, 0, 16);
+1 -1
View File
@@ -38,7 +38,7 @@ VertexShaderOutput main_vertex(VertexShaderInput input) {
vertex_pos *= 0.5;
output.pos = mul(float4(input.world_pos + vertex_pos + float2(0, -0.35), 0, 1), view_projection_matrix);
output.pos = mul(float4(input.world_pos + vertex_pos, 0, 1), view_projection_matrix);
output.uv = vertex_uv;
return output;
+1 -1
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@@ -23,7 +23,7 @@ struct FragmentShaderOutput {
float4 color : SV_Target;
};
static const float2 offset = float2(0, 0.5);
static const float2 offset = float2(0, 0.25);
[shader("vertex")]
VertexShaderOutput main_vertex(VertexShaderInput input) {
+1 -1
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@@ -70,7 +70,7 @@ fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32
vertex_uv_0 = _S2;
}
}
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>(_S1.world_pos_0 + vertex_pos_0, 0.0f, 1.0f))));
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>(_S1.world_pos_0 + vertex_pos_0 + vec2<f32>(0.0f, 0.34999999403953552f), 0.0f, 1.0f))));
output_0.uv_0 = (vec2<f32>(f32((u32(_S1.sprite_selection_0>>(u32(16)))&((((u32(1)<<u32(16))-u32(1)))))), f32((u32(_S1.sprite_selection_0>>(u32(0)))&((((u32(1)<<u32(16))-u32(1))))))) + vertex_uv_0) * vec2<f32>(0.25f);
return output_0;
}
+1 -1
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@@ -71,7 +71,7 @@ fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32
vertex_pos_0 = _S2;
}
}
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>(_S1.world_pos_0 + vertex_pos_0 * vec2<f32>(0.5f) + vec2<f32>(0.0f, -0.34999999403953552f), 0.0f, 1.0f))));
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>(_S1.world_pos_0 + vertex_pos_0 * vec2<f32>(0.5f), 0.0f, 1.0f))));
output_0.uv_0 = vertex_uv_0;
return output_0;
}
+1 -1
View File
@@ -75,7 +75,7 @@ fn main_vertex( _S1 : vertexInput_0, @builtin(vertex_index) vertex_index_0 : u32
vertex_pos_0 = _S2;
}
}
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>(vec2<f32>(_S1.pos_1) + (vertex_pos_0 + vec2<f32>(0.0f, 0.5f)), 0.0f, 1.0f))));
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>(vec2<f32>(_S1.pos_1) + (vertex_pos_0 + vec2<f32>(0.0f, 0.25f)), 0.0f, 1.0f))));
output_0.uv_0 = vertex_uv_0;
output_0.kind_0 = _S1.kind_1;
return output_0;