yupplemayham/Resources/shaders/GL_tile.vert

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772 B
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 mat4 aModel;
uniform int tilesPerRow;
uniform mat4 proj;
uniform mat4 view;
out vec2 texCoord;
out int tileIndex;
void main()
{
tileIndex = aTileIndex;
gl_Position = proj * view * aModel * vec4(aPos, 1.0);
if (tileIndex != 0)
{
int index = tileIndex - 1;
float tileSize = 1.0 / float(tilesPerRow);
int row = index / tilesPerRow;
int col = index % tilesPerRow;
float offsetX = float(col) * tileSize;
float offsetY = float(row) * tileSize;
texCoord.x = (aTexCoord.x + col) * tileSize;
texCoord.y = (aTexCoord.y + row) * tileSize;
}
else
{
texCoord.x = 0.0;
texCoord.y = 0.0;
}
}