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-rw-r--r--backends/platform/ios7/ios7_video.h3
-rw-r--r--backends/platform/ios7/ios7_video.mm18
2 files changed, 14 insertions, 7 deletions
diff --git a/backends/platform/ios7/ios7_video.h b/backends/platform/ios7/ios7_video.h
index 030d81cd9f..ca1a0c5efb 100644
--- a/backends/platform/ios7/ios7_video.h
+++ b/backends/platform/ios7/ios7_video.h
@@ -64,7 +64,8 @@ typedef struct {
GLuint _screenSizeSlot;
GLuint _textureSlot;
- GLuint _shakeSlot;
+ GLuint _shakeXSlot;
+ GLuint _shakeYSlot;
GLuint _positionSlot;
GLuint _textureCoordSlot;
diff --git a/backends/platform/ios7/ios7_video.mm b/backends/platform/ios7/ios7_video.mm
index 914dc6ded1..999f3d3678 100644
--- a/backends/platform/ios7/ios7_video.mm
+++ b/backends/platform/ios7/ios7_video.mm
@@ -266,7 +266,8 @@ uint getSizeNextPOT(uint size) {
- (void)compileShaders {
const char *vertexPrg =
"uniform vec2 ScreenSize;"
- "uniform float Shake;"
+ "uniform float ShakeX;"
+ "uniform float ShakeY;"
""
"attribute vec2 Position;"
"attribute vec2 TexCoord;"
@@ -277,7 +278,7 @@ uint getSizeNextPOT(uint size) {
"void main(void) {"
" DestColor = vec4(Position.x, Position.y, 0, 1);"
" o_TexCoord = TexCoord;"
- " gl_Position = vec4((Position.x / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + Shake) / ScreenSize.y) * 2.0 - 1.0, 0, 1);"
+ " gl_Position = vec4(((Position.x + ShakeX) / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + ShakeY) / ScreenSize.y) * 2.0 - 1.0, 0, 1);"
"}";
const char *fragmentPrg =
@@ -309,7 +310,8 @@ uint getSizeNextPOT(uint size) {
_screenSizeSlot = (GLuint) glGetUniformLocation(programHandle, "ScreenSize");
_textureSlot = (GLuint) glGetUniformLocation(programHandle, "Texture");
- _shakeSlot = (GLuint) glGetUniformLocation(programHandle, "Shake");
+ _shakeXSlot = (GLuint) glGetUniformLocation(programHandle, "ShakeX");
+ _shakeYSlot = (GLuint) glGetUniformLocation(programHandle, "ShakeY");
_positionSlot = (GLuint) glGetAttribLocation(programHandle, "Position");
_textureCoordSlot = (GLuint) glGetAttribLocation(programHandle, "TexCoord");
@@ -869,9 +871,11 @@ uint getSizeNextPOT(uint size) {
- (void)setViewTransformation {
// Scale the shake offset according to the overlay size. We need this to
// adjust the overlay mouse click coordinates when an offset is set.
+ _scaledShakeXOffset = (int)(_videoContext.shakeXOffset / (GLfloat)_videoContext.screenWidth * CGRectGetWidth(_overlayRect));
_scaledShakeYOffset = (int)(_videoContext.shakeYOffset / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
- glUniform1f(_shakeSlot, _scaledShakeYOffset);
+ glUniform1f(_shakeXSlot, _scaledShakeXOffset);
+ glUniform1f(_shakeYSlot, _scaledShakeYOffset);
}
- (void)clearColorBuffer {
@@ -910,23 +914,25 @@ uint getSizeNextPOT(uint size) {
point.y *= self.contentScaleFactor;
CGRect *area;
- int width, height, offsetY;
+ int width, height, offsetX, offsetY;
if (_videoContext.overlayVisible) {
area = &_overlayRect;
width = _videoContext.overlayWidth;
height = _videoContext.overlayHeight;
+ offsetX = _scaledShakeXOffset;
offsetY = _scaledShakeYOffset;
} else {
area = &_gameScreenRect;
width = _videoContext.screenWidth;
height = _videoContext.screenHeight;
+ offsetX = _videoContext.shakeXOffset;
offsetY = _videoContext.shakeYOffset;
}
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);
- *x = (int)(point.x * width);
+ *x = (int)(point.x * width + offsetX);
// offsetY describes the translation of the screen in the upward direction,
// thus we need to add it here.
*y = (int)(point.y * height + offsetY);