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