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https://github.com/curioustorvald/Terrarum.git
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trying to tile by shader
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46
assets/tiling.frag
Normal file
46
assets/tiling.frag
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@@ -0,0 +1,46 @@
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#version 120
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#ifdef GL_ES
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precision mediump float;
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#endif
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layout(origin_upper_left) in vec4 gl_FragCoord;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D tilesAtlas;
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uniform sampler2D backgroundTexture;
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uniform vec2 tileInAtlas = vec2(256, 256);
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uniform vec2 atlasTexSize = vec2(4096, 4096);
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uniform vec2 tileInDim; // vec2(tiles_in_horizontal, tiles_in_vertical)
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uniform vec2 cameraTranslation = vec2(0, 0);
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uniform float tileSizeInPx = 16;
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uniform float tilemap[tileInDim.x * tileInDim.y]; // must be float array
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void main() {
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vec2 pxCoord = gl_FragCoord.xy - cameraTranslation;
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vec2 pxCoordModTilesize = mod(pxCoord, tileSizeInPx);
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vec2 tileCoord = floor(pxCoord / tileCoord);
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int absoluteTileCoord = int(tileCoord.x + tileCoord.y * tileInDim.x);
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float tile = tilemap[absoluteTileCoord]; // sure it's integer at this point
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vec2 fragCoordInAtlas = vec2(
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tileSizeInPx * mod(tile, tileInAtlas.x) + pxCoordModTilesize.x,
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tileSizeInPx * floor(tile / tileInAtlas.x) + pxCoordModTilesize.y
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);
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vec2 fragCoordUV = vec2(fragCoordInAtlas.x / atlasTexSize.x, 1 - fragCoordInAtlas.y / atlasTexSize.y);
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vec4 fragInAtlas = texture2D(tilesAtlas, fragCoordUV);
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gl_FragColor = fragInAtlas;
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}
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