2020-04-22 12:13:42 -04:00
|
|
|
#version {{version}}
|
|
|
|
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
precision highp float;
|
2020-05-08 19:59:01 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2020-04-22 12:13:42 -04:00
|
|
|
|
|
|
|
in ivec2 aTileOffset;
|
|
|
|
in ivec2 aDestTileOrigin;
|
|
|
|
in ivec2 aSrcTileOrigin;
|
|
|
|
in int aSrcBackdrop;
|
|
|
|
|
|
|
|
out vec2 vTexCoord;
|
|
|
|
out float vBackdrop;
|
|
|
|
|
|
|
|
void main(){
|
|
|
|
vec2 destPosition = vec2(aDestTileOrigin + aTileOffset)/ vec2(256.0);
|
|
|
|
vec2 srcPosition = vec2(aSrcTileOrigin + aTileOffset)/ vec2(256.0);
|
|
|
|
vTexCoord = srcPosition;
|
|
|
|
vBackdrop = float(aSrcBackdrop);
|
|
|
|
gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), destPosition), 0.0, 1.0);
|
|
|
|
}
|
|
|
|
|