Files
Terrarum/assets/tiling.frag
minjaesong 8f9022827c removing branching on tiling shader, improving performance
Now tga export needs extra care, but boy that 5 FPS improvement
2018-07-03 22:17:34 +09:00

82 lines
2.8 KiB
GLSL

#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);
}