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reilua-enhanced/examples/resources/shaders/glsl330/atlas_repeat.fs
2025-01-25 17:36:29 +02:00

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GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec2 atlasSize;
uniform vec2 tileTexSize;
// Output fragment color
out vec4 finalColor;
vec2 texTileSize = tileTexSize / atlasSize;
vec2 atlasTileSize = atlasSize / tileTexSize;
void main() {
vec2 tileTexCoord = fract( vec2( fragPosition.x, fragPosition.y ) / tileTexSize );
// Get tile texture corner.
vec2 texOffset = floor( fragTexCoord / texTileSize ) * texTileSize;
vec2 fragCoord = tileTexCoord / atlasTileSize + texOffset;
vec4 texelColor = texture( texture0, fragCoord );
finalColor = texelColor * fragColor;
}