yupplemayham/Resources/shaders/GL_tile.vert

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1.2 KiB
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in int aTileIndex;
layout (location = 3) in int aTextureIndex;
layout (location = 4) in int aTilesPerRow;
layout (location = 5) in int aStartIndex;
layout (location = 6) in vec2 aOriginalSize;
layout (location = 7) in mat4 aModel;
uniform vec2 uCanvasSize;
uniform mat4 projection;
uniform mat4 view;
out vec2 texCoord;
flat out int textureIndex;
void main()
{
int tilesPerRow = aTilesPerRow;
float tileSize = 1.0 / aTilesPerRow;
// Slightly stretch the vertices to cover slight gaps
vec2 expansion = normalize(aPos.xy) * 0.001 * (1.0 / aTilesPerRow);
vec2 adjusted = aPos.xy + expansion;
gl_Position = projection * view * aModel * vec4(adjusted, aPos.z, 1.0);
textureIndex = aTextureIndex;
if (aTileIndex != 0)
{
vec2 scale = vec2(aOriginalSize.x / uCanvasSize.x, aOriginalSize.y / uCanvasSize.y);
int index = aTileIndex - aStartIndex;
int row = index / tilesPerRow;
int col = index % tilesPerRow;
texCoord.x = (aTexCoord.x + col) * tileSize;
texCoord.y = (aTexCoord.y + row) * tileSize;
texCoord = texCoord * scale;
}
else
{
texCoord.x = 0.0;
texCoord.y = 0.0;
}
}