#version 330 // pathfinder/shaders/tile.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; precision highp sampler2D; uniform mat4 uTransform; uniform vec2 uTileSize; uniform sampler2D uTextureMetadata; uniform ivec2 uTextureMetadataSize; in ivec2 aTileOffset; in ivec2 aTileOrigin; in uvec2 aMaskTexCoord0; in uvec2 aMaskTexCoord1; in ivec2 aMaskBackdrop; in int aColor; out vec3 vMaskTexCoord0; out vec3 vMaskTexCoord1; out vec2 vColorTexCoord0; out float vOpacity; void main() { vec2 tileOrigin = vec2(aTileOrigin), tileOffset = vec2(aTileOffset); vec2 position = (tileOrigin + tileOffset) * uTileSize; vec2 maskTexCoord0 = (vec2(aMaskTexCoord0) + tileOffset) / 256.0; vec2 maskTexCoord1 = (vec2(aMaskTexCoord1) + tileOffset) / 256.0; vec2 textureMetadataScale = vec2(1.0) / vec2(uTextureMetadataSize); vec2 metadataEntryCoord = ivec2(aColor % 256 * 2, aColor / 256); vec2 colorTexMatrix0Coord = (metadataEntryCoord + vec2(0.5, 0.5)) * textureMetadataScale; vec2 colorTexOffsetsCoord = (metadataEntryCoord + vec2(1.5, 0.5)) * textureMetadataScale; vec4 colorTexMatrix0 = texture(uTextureMetadata, colorTexMatrix0Coord); vec4 colorTexOffsets = texture(uTextureMetadata, colorTexOffsetsCoord); vColorTexCoord0 = mat2(colorTexMatrix0) * position + colorTexOffsets.xy; vOpacity = colorTexOffsets.z; vMaskTexCoord0 = vec3(maskTexCoord0, float(aMaskBackdrop.x)); vMaskTexCoord1 = vec3(maskTexCoord1, float(aMaskBackdrop.y)); gl_Position = uTransform * vec4(position, 0.0, 1.0); }