2020-03-19 19:44:45 -04:00
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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2020-03-27 17:53:00 -04:00
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precision highp sampler2D;
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2020-03-19 19:44:45 -04:00
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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2020-04-06 14:08:57 -04:00
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uniform sampler2D uTextureMetadata;
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uniform ivec2 uTextureMetadataSize;
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2020-03-19 19:44:45 -04:00
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2020-04-06 14:08:57 -04:00
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in ivec2 aTileOffset;
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in ivec2 aTileOrigin;
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in uvec2 aMaskTexCoord0;
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in uvec2 aMaskTexCoord1;
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in ivec2 aMaskBackdrop;
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in int aColor;
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out vec3 vMaskTexCoord0;
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out vec3 vMaskTexCoord1;
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out vec2 vColorTexCoord0;
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out float vOpacity;
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2020-03-19 19:44:45 -04:00
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void main(){
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2020-04-06 14:08:57 -04:00
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vec2 tileOrigin = vec2(aTileOrigin), tileOffset = vec2(aTileOffset);
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vec2 position =(tileOrigin + tileOffset)* uTileSize;
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vec2 maskTexCoord0 =(vec2(aMaskTexCoord0)+ tileOffset)/ 256.0;
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vec2 maskTexCoord1 =(vec2(aMaskTexCoord1)+ tileOffset)/ 256.0;
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vec2 textureMetadataScale = vec2(1.0)/ vec2(uTextureMetadataSize);
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vec2 metadataEntryCoord = ivec2(aColor % 256 * 2, aColor / 256);
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vec2 colorTexMatrix0Coord =(metadataEntryCoord + vec2(0.5, 0.5))* textureMetadataScale;
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vec2 colorTexOffsetsCoord =(metadataEntryCoord + vec2(1.5, 0.5))* textureMetadataScale;
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vec4 colorTexMatrix0 = texture(uTextureMetadata, colorTexMatrix0Coord);
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vec4 colorTexOffsets = texture(uTextureMetadata, colorTexOffsetsCoord);
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vColorTexCoord0 = mat2(colorTexMatrix0)* position + colorTexOffsets . xy;
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vOpacity = colorTexOffsets . z;
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vMaskTexCoord0 = vec3(maskTexCoord0, float(aMaskBackdrop . x));
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vMaskTexCoord1 = vec3(maskTexCoord1, float(aMaskBackdrop . y));
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2020-03-19 19:44:45 -04:00
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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