pathfinder/resources/shaders/gl4/d3d9/tile_clip_combine.vs.glsl

55 lines
959 B
GLSL

#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
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);
gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), destPosition), 0.0, 1.0);
}