#version 120 #ifdef GL_ES precision mediump float; #endif #extension GL_EXT_gpu_shader4 : enable //layout(origin_upper_left) in vec4 gl_FragCoord; // commented; requires #version 150 or later // gl_FragCoord is origin to bottom-left varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; uniform vec2 tilemapSize; uniform sampler2D tilemap; // MUST be RGBA8888 uniform sampler2D tilesAtlas; uniform sampler2D backgroundTexture; uniform vec2 tileInAtlas = vec2(256, 256); uniform vec2 atlasTexSize = vec2(4096, 4096); uniform vec2 tileInDim; // vec2(tiles_in_horizontal, tiles_in_vertical) uniform vec2 cameraTranslation = vec2(0, 0); // Y-flipped uniform float tileSizeInPx = 16; ivec2 getTileXY(int tileNumber) { return ivec2(tileNumber % int(tileInAtlas.x), tileNumber / int(tileInAtlas.x)); } void main() { // READ THE FUCKING MANUAL, YOU DONKEY !! // // Without further code in either GDX or this shader, // // Onscreen TILE COORD WILL BE UPSIDE DOWN (bottom first). // // This is intended behaviour. // vec2 pxCoord = gl_FragCoord.xy + cameraTranslation; int tile = 0;// uses usual absolute tile ID for atlas (upper-left); sample from texture2D(tileAtlas, some more code); ivec2 tileXY = getTileXY(tile); vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas // flip Y of coordInTile // coordInTile = vec2(coordInTile.x, 1 - coordInTile.y); highp vec2 singleTileSizeInUV = vec2(1) / tileInAtlas; // 0.00390625 highp 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 finalUVCoordForTile = uvCoordForTile + uvCoordOffset;// where we should be actually looking for in atlas, using UV coord (0..1) gl_FragColor = vec4(texture2D(tilesAtlas, finalUVCoordForTile)); //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); }