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// Vertex | |
#version 150 core | |
uniform mat4 trans; | |
in vec2 pos; | |
in float id; | |
out mat4 projection; | |
out float gId; | |
void main() { | |
gId = id; | |
projection = gl_ModelViewProjectionMatrix*trans; | |
gl_Position = projection*vec4(pos, 0.0, 1.0); | |
} | |
// Geometry | |
#version 150 core | |
uniform vec2 tileSize = vec2(16, 16); | |
uniform vec2 sheetSize = vec2(128, 128); | |
layout(points) in; | |
layout(triangle_strip, max_vertices = 6) out; | |
in mat4 projection []; // Current world projection matrix | |
in float gId []; // Tile sprite ID used to calculate texture coords | |
out vec2 fCoord; // Output to fragment shader | |
void main() { | |
float leng = sheetSize.x / tileSize.x; | |
float col = mod(gId[0], leng)*tileSize.x/sheetSize.x; | |
float row = floor(gId[0] / leng)*tileSize.y/sheetSize.y; | |
vec2 ts = tileSize/sheetSize; | |
// 0,0 | |
fCoord = vec2(col, row); | |
gl_Position = gl_in[0].gl_Position + (projection[0]*vec4(0.0, 0.0, 0.0, 0.0)); | |
EmitVertex(); | |
// 1,0 | |
fCoord = vec2(col+ts.x, row); | |
gl_Position = gl_in[0].gl_Position + (projection[0]*vec4(tileSize.x, 0.0, 0.0, 0.0)); | |
EmitVertex(); | |
// 1,1 | |
fCoord = vec2(col+ts.x, row+ts.y); | |
gl_Position = gl_in[0].gl_Position + (projection[0]*vec4(tileSize.x, tileSize.y, 0.0, 0.0)); | |
EmitVertex(); | |
// 1,1 | |
fCoord = vec2(col+ts.x, row+ts.y); | |
gl_Position = gl_in[0].gl_Position + (projection[0]*vec4(tileSize.x, tileSize.y, 0.0, 0.0)); | |
EmitVertex(); | |
// 0,1 | |
fCoord = vec2(col, row+ts.y); | |
gl_Position = gl_in[0].gl_Position + (projection[0]*vec4(0.0, tileSize.y, 0.0, 0.0)); | |
EmitVertex(); | |
// 0,0 | |
fCoord = vec2(col, row); | |
gl_Position = gl_in[0].gl_Position + (projection[0]*vec4(0.0, 0.0, 0.0, 0.0)); | |
EmitVertex(); | |
EndPrimitive(); | |
} | |
// Fragment | |
#version 150 core | |
uniform sampler2D image; | |
in vec2 fCoord; | |
out vec4 outColor; | |
void main() { | |
outColor = texture(image, fCoord); | |
} |
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