pathfinder/resources/shaders/gl3/tile.vs.glsl

42 lines
800 B
Plaintext
Raw Normal View History

#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
precision highp sampler2D;
uniform mat4 uTransform;
uniform vec2 uTileSize;
in ivec2 aTilePosition;
in vec2 aColorTexCoord0;
in vec2 aColorTexCoord1;
in vec2 aMaskTexCoord0;
in vec2 aMaskTexCoord1;
in ivec2 aMaskBackdrop;
out vec3 vMaskTexCoord0;
out vec3 vMaskTexCoord1;
out vec2 vColorTexCoord0;
out vec2 vColorTexCoord1;
void main(){
vec2 position = vec2(aTilePosition)* uTileSize;
vColorTexCoord0 = aColorTexCoord0;
vColorTexCoord1 = aColorTexCoord1;
vMaskTexCoord0 = vec3(aMaskTexCoord0, float(aMaskBackdrop . x));
vMaskTexCoord1 = vec3(aMaskTexCoord1, float(aMaskBackdrop . y));
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}