37 lines
No EOL
772 B
GLSL
37 lines
No EOL
772 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 2) in int aTileIndex;
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layout (location = 3) in mat4 aModel;
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uniform int tilesPerRow;
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uniform mat4 proj;
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uniform mat4 view;
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out vec2 texCoord;
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out int tileIndex;
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void main()
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{
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tileIndex = aTileIndex;
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gl_Position = proj * view * aModel * vec4(aPos, 1.0);
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if (tileIndex != 0)
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{
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int index = tileIndex - 1;
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float tileSize = 1.0 / float(tilesPerRow);
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int row = index / tilesPerRow;
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int col = index % tilesPerRow;
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float offsetX = float(col) * tileSize;
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float offsetY = float(row) * tileSize;
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texCoord.x = (aTexCoord.x + col) * tileSize;
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texCoord.y = (aTexCoord.y + row) * tileSize;
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}
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else
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{
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texCoord.x = 0.0;
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texCoord.y = 0.0;
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}
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} |