pathfinder/shaders/d3d9/tile_clip_combine.vs.glsl

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#version 330
// pathfinder/shaders/tile_clip_combine.vs.glsl
//
// Copyright © 2020 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
precision highp float;
#ifdef GL_ES
precision highp sampler2D;
#endif
uniform vec2 uFramebufferSize;
in ivec2 aTileOffset;
in int aDestTileIndex;
in int aDestBackdrop;
in int aSrcTileIndex;
in int aSrcBackdrop;
out vec2 vTexCoord0;
out float vBackdrop0;
out vec2 vTexCoord1;
out float vBackdrop1;
void main() {
vec2 destPosition = vec2(ivec2(aDestTileIndex % 256, aDestTileIndex / 256) + aTileOffset);
vec2 srcPosition = vec2(ivec2(aSrcTileIndex % 256, aSrcTileIndex / 256) + aTileOffset);
destPosition *= vec2(16.0, 4.0) / uFramebufferSize;
srcPosition *= vec2(16.0, 4.0) / uFramebufferSize;
vTexCoord0 = destPosition;
vTexCoord1 = srcPosition;
vBackdrop0 = float(aDestBackdrop);
vBackdrop1 = float(aSrcBackdrop);
if (aDestTileIndex < 0)
destPosition = vec2(0.0);
#ifdef PF_ORIGIN_UPPER_LEFT
destPosition.y = 1.0 - destPosition.y;
#endif
gl_Position = vec4(mix(vec2(-1.0), vec2(1.0), destPosition), 0.0, 1.0);
}