#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 screenDimension; uniform vec2 tilesInAxes; // vec2(tiles_in_horizontal, tiles_in_vertical) uniform ivec2 tilemapDimension; uniform sampler2D tilemap; // RGB888, A is optional and will be completely ignored uniform sampler2D tilesAtlas; uniform sampler2D backgroundTexture; uniform ivec2 tilesInAtlas = ivec2(256, 256); uniform ivec2 atlasTexSize = ivec2(4096, 4096); ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas; uniform vec4 colourFilter = vec4(1, 1, 1, 1); uniform ivec2 cameraTranslation = ivec2(0, 0); ivec2 getTileXY(int tileNumber) { return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x)); } int getTileFromColor(vec4 color) { return int(color.b * 255) | (int(color.g * 255) << 8) | (int(color.r * 255) << 16); } void main() { // READ THE FUCKING MANUAL, YOU DONKEY !! // // This code purposedly uses flipped fragcoord. // // Make sure you don't use gl_FragCoord unknowingly! // // 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; // one used by the tileFromMap vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y) + cameraTranslation; // NO IVEC2!!; this flips Y vec2 pxCoord = flippedFragCoord.xy; mediump vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // <- THE CULPRIT int tile = getTileFromColor(tileFromMap); ivec2 tileXY = getTileXY(tile); vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas highp vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 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) // TODO blend a breakage (0xrrggbb where 0xr0 -- upper 4 bits of int_red component) // if statements considered harmful // --definitely not Dijkstra /*if (tileXY.x == 0 && tileXY.y == 0) gl_FragColor = nocolour; else*/ gl_FragColor = colourFilter * texture2D(tilesAtlas, finalUVCoordForTile); }