#version 330 // pathfinder/shaders/tile_clip_combine.vs.glsl // // Copyright © 2020 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , 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); }