/* Texture binding: 0 <- Tiles atlas 1 <- Tiles buffer that holds tiles to be drawn 2 <- Fluid tiles atlas */ #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; // RGBA8888 uniform sampler2D tilesAtlas; // terrain, wire, fluids, etc. uniform sampler2D tilesBlendAtlas; // weather mix (e.g. yellowed grass) uniform float tilesBlend = 0.0; // percentage of blending [0f..1f]. 0: draws tilesAtlas, 1: draws tilesBlendAtlas uniform ivec2 tilesInAtlas = ivec2(256, 256); uniform ivec2 atlasTexSize = ivec2(4096, 4096); ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas; uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it uniform ivec2 cameraTranslation = ivec2(0, 0); ivec2 getTileXY(int tileNumber) { return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x)); } // return: int=0xaarrggbb int _colToInt(vec4 color) { return int(color.b * 255) | (int(color.g * 255) << 8) | (int(color.r * 255) << 16) | (int(color.a * 255) << 24); } // 0x0rggbb where int=0xaarrggbb // return: [0..1048575] int getTileFromColor(vec4 color) { return _colToInt(color) & 0xFFFFF; } // 0x00r00000 where int=0xaarrggbb // return: [0..15] int getBreakageFromColor(vec4 color) { return (_colToInt(color) >> 20) & 0xF; } void main() { // READ THE FUCKING MANUAL, YOU DONKEY !! // // This code purposedly uses flipped fragcoord. // // Make sure you don't use gl_FragCoord unknowingly! // // Remember, if there's a compile error, shader SILENTLY won't do anything // // 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; // 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); // +5 is hard-coded constant that depends on the atlas vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas // don't really need highp here; read the GLES spec vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625 for unmodified default uniforms vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas vec2 uvCoordOffsetTile = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1) vec2 uvCoordOffsetBreakage = breakageXY * singleTileSizeInUV; vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1) vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage; // blending a breakage tex with main tex vec4 tileCol = texture2D(tilesAtlas, finalUVCoordForTile); vec4 tileAltCol = texture2D(tilesBlendAtlas, finalUVCoordForTile); vec4 finalTile = mix(tileCol, tileAltCol, tilesBlend); vec4 finalBreakage = texture2D(tilesAtlas, finalUVCoordForBreakage); vec4 finalColor = mix(finalTile, finalBreakage, finalBreakage.a); gl_FragColor = colourFilter * finalColor; }