simplified the tiling shader a bit

This commit is contained in:
minjaesong
2020-04-13 02:13:24 +09:00
parent 07b9e76090
commit 0200fa8803
7 changed files with 43 additions and 42 deletions

View File

@@ -19,25 +19,22 @@ uniform sampler2D u_texture;
uniform vec2 screenDimension;
uniform vec2 tilesInAxes; // basically a screen dimension; vec2(tiles_in_horizontal, tiles_in_vertical)
uniform ivec2 tilemapDimension;
uniform sampler2D tilemap; // RGBA8888
uniform sampler2D tilesAtlas; // terrain, wire, fluids, etc.
uniform sampler2D tilesBlendAtlas; // alternative terrain for the weather mix (e.g. yellowed grass)
uniform float tilesBlend = 0.0; // percentage of blending [0f..1f]. 0: draws tilesAtlas, 1: draws tilesBlendAtlas
uniform ivec2 tilesInAtlas = ivec2(256, 256);
uniform ivec2 atlasTexSize = ivec2(4096, 4096);
ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16, 16)
uniform vec2 tilesInAtlas = ivec2(256.0, 256.0);
uniform vec2 atlasTexSize = ivec2(4096.0, 4096.0);
vec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16.0, 16.0)
uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing
uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing; it's integer because we want the drawing to be pixel-aligned
uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
uniform float zoom = 1.0;
ivec2 getTileXY(int tileNumber) {
return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x));
@@ -70,10 +67,8 @@ void main() {
// default gl_FragCoord takes half-integer (represeting centre of the pixel) -- could be useful for phys solver?
// This one, however, takes exact integer by rounding down. //
vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap
vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap; we need this because screen size is not integer multiple of the tile size
vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y) + cameraTranslation; // NO IVEC2!!; this flips Y
//vec2 pxCoord = flippedFragCoord.xy; // TODO do I actually need 'pxCoord'?
vec2 zoomVec = vec2(zoom);
// get required tile numbers //
@@ -83,23 +78,17 @@ void main() {
ivec2 tileXY = getTileXY(tile);
ivec2 breakageXY = getTileXY(breakage + 5); // +5 is hard-coded constant that depends on the atlas
// cauculate the UV coord value for texture sampling //
//vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas // TODO do I actually need 'pxCoord'?
vec2 coordInTile = mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
// calculate the UV coord value for texture sampling //
// don't really need highp here; read the GLES spec
vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625 for unmodified default uniforms
vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
vec2 uvCoordOffsetTile = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
vec2 uvCoordOffsetBreakage = breakageXY * singleTileSizeInUV;
vec2 uvCoordForTile = (mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx) / tilesInAtlas; // 0..0.00390625 regardless of tile position in atlas
vec2 uvCoordOffsetTile = tileXY / tilesInAtlas; // where the tile starts in the atlas, using uv coord (0..1)
vec2 uvCoordOffsetBreakage = breakageXY / tilesInAtlas;
// get final UV coord for the actual sampling //
vec2 finalUVCoordForTile = (uvCoordForTile + uvCoordOffsetTile);// where we should be actually looking for in atlas, using UV coord (0..1)
vec2 finalUVCoordForBreakage = (uvCoordForTile + uvCoordOffsetBreakage);
vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1)
vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage;
// blending a breakage tex with main tex //