From b3a7670c97b134af7d77ac776e5184c86c0a2cdd Mon Sep 17 00:00:00 2001 From: nek0 Date: Tue, 30 May 2023 01:44:20 +0100 Subject: [PATCH] fix UVs in Code, not in shader --- shadersrc/textured_lit.frag | 4 +--- src/Mesh.hs | 3 ++- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/shadersrc/textured_lit.frag b/shadersrc/textured_lit.frag index 9960e4e..ccb87f0 100644 --- a/shadersrc/textured_lit.frag +++ b/shadersrc/textured_lit.frag @@ -19,8 +19,6 @@ layout(set = 2, binding = 0) uniform sampler2D tex1; void main() { - // Flip y coordinate of UVs to fix display - float y = texCoord.y * -1; - vec3 color = texture(tex1, vec2(texCoord.x ,y)).xyz; + vec3 color = texture(tex1, texCoord).xyz; outFragColor = vec4(color, inColor.w); } diff --git a/src/Mesh.hs b/src/Mesh.hs index 6fb8d82..f5d9036 100644 --- a/src/Mesh.hs +++ b/src/Mesh.hs @@ -188,4 +188,5 @@ loadFromObj filepath vma uploadContext queue device = do texCoords V.! (fromMaybe (error "no UV coordinates present") (faceTexCoordIndex index) - 1) in - V2 r s + -- flip V coordinate of UVs to fix display + V2 r (-s)