reconfiguring docs and libs

- Targeting Java 10
- Gdx nightly 20181111 (1.9.9)
This commit is contained in:
minjaesong
2018-11-11 20:13:31 +09:00
parent f721ad0db9
commit a2f88ebbf1
27 changed files with 36 additions and 29 deletions

View File

@@ -65,32 +65,34 @@ void main() {
vec2 pxCoord = flippedFragCoord.xy;
mediump vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // <- THE CULPRIT
// TODO do I really need mediump for this thing ? (default to smapler2D is lowp)
vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // <- THE CULPRIT
int tile = getTileFromColor(tileFromMap);
int breakage = getBreakageFromColor(tileFromMap);
ivec2 tileXY = getTileXY(tile);
ivec2 breakageXY = getTileXY(breakage + 5);
ivec2 breakageXY = getTileXY(breakage + 5); // +5 is hard-coded constant that depends on the atlas
vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
mediump vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
highp vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625
// don't really need highp here; read the GLES spec
mediump vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625 for unmodified default uniforms
highp vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
mediump vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
highp vec2 uvCoordOffset = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
highp vec2 uvCoordOffsetBreakage = breakageXY * singleTileSizeInUV;
mediump vec2 uvCoordOffsetTile = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
mediump vec2 uvCoordOffsetBreakage = breakageXY * singleTileSizeInUV;
highp vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffset;// where we should be actually looking for in atlas, using UV coord (0..1)
highp vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage;
mediump vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1)
mediump vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage;
// TODO finally "blend" a breakage (0xrrggbb where 0xr00000 -- upper 4 bits of int_red component)
// blending a breakage tex with main tex
mediump vec4 finalTile = texture2D(tilesAtlas, finalUVCoordForTile);
mediump vec4 finalBreakage = texture2D(tilesAtlas, finalUVCoordForBreakage);
vec4 finalTile = texture2D(tilesAtlas, finalUVCoordForTile);
vec4 finalBreakage = texture2D(tilesAtlas, finalUVCoordForBreakage);
gl_FragColor = colourFilter * (mix(finalTile, finalBreakage, finalBreakage.a));