ddnet/shader/tiletex.vert

20 lines
697 B
GLSL

#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in ivec2 inVertexTexRightOrBottom;
uniform mat4 Pos;
uniform float ZoomFactor;
noperspective out vec2 texCoord;
void main()
{
gl_Position = Pos * vec4(inVertex, -5.0, 1.0);
float F1 = -(0.75/1024.0) * ZoomFactor;
float F2 = (1.75/1024.0) * ZoomFactor;
float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
}