45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
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// VERTEX_SHADER:
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// repeat.glsl
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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// repeat.glsl
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uniform vec4 u_child_bounds;
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uniform vec4 u_texture_rect;
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float wrap(float f, float wrap_for) {
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return mod(f, wrap_for);
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}
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/* We get the texture coordinates via vUv,
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* but that might be on a texture atlas, so we need to do the
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* wrapping ourselves.
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*/
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void main() {
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/* We map the texture coordinate to [1;0], then wrap it and scale the result again */
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float tw = u_texture_rect.z - u_texture_rect.x;
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float th = u_texture_rect.w - u_texture_rect.y;
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float mapped_x = (vUv.x - u_texture_rect.x) / tw;
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float mapped_y = (vUv.y - u_texture_rect.y) / th;
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float wrapped_x = wrap(u_child_bounds.x + mapped_x * u_child_bounds.z, 1.0);
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float wrapped_y = wrap(u_child_bounds.y + mapped_y * u_child_bounds.w, 1.0);
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vec2 tp;
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tp.x = u_texture_rect.x + (wrapped_x * tw);
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tp.y = u_texture_rect.y + (wrapped_y * th);
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vec4 diffuse = GskTexture(u_source, tp);
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gskSetScaledOutputColor(diffuse, u_alpha);
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}
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