diff --git a/assets/tiling.frag b/assets/tiling.frag index e79ba0e16..ee35c5b3f 100644 --- a/assets/tiling.frag +++ b/assets/tiling.frag @@ -46,10 +46,13 @@ void main() { // Make sure you don't use gl_FragCoord unknowingly! // + // FIXME: cameraTranslation not working as it should + + // 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; - vec2 flippedFragCoord = vec2(v_texCoords.x * screenDimension.x, (1 - v_texCoords.y) * screenDimension.y); // NO IVEC2!! + vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // one used by the tileFromMap + vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y); // NO IVEC2!!; this flips Y vec2 pxCoord = flippedFragCoord.xy + cameraTranslation; @@ -71,17 +74,4 @@ void main() { gl_FragColor = texture2D(tilesAtlas, finalUVCoordForTile); - //gl_FragColor = texture2D(tilemap, v_texCoords); // tilemap seems normal... - //gl_FragColor = tileFromMap; // <- oh, THIS WAS THE CULPRIT! - - - - //gl_FragColor = fragInAtlas; - //gl_FragColor = vec4((gl_FragCoord.xy / vec2(512, 512)), 0, 1.0); - - //vec4 atlascol = texture2D(tilesAtlas, v_texCoords); - //vec4 tilemapcol = texture2D(tilemap, v_texCoords); - - //gl_FragColor = atlascol * tilemapcol; - //gl_FragColor = vec4(v_texCoords.x, v_texCoords.y, 0, 1.0); }