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authorjussi2025-01-25 17:36:29 +0200
committerjussi2025-01-25 17:36:29 +0200
commitc8131ea95846f76fb196a78ce9c9b09aeb15736c (patch)
tree49ddc03c06cd6cdeaddb26008da8400cf854fb14 /examples/resources/shaders/glsl330/atlas_repeat.fs
parent9a1161541d6b066dc7f6e3ca0cdf008f19d3f7be (diff)
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Atlas texture repeat example.
Diffstat (limited to 'examples/resources/shaders/glsl330/atlas_repeat.fs')
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diff --git a/examples/resources/shaders/glsl330/atlas_repeat.fs b/examples/resources/shaders/glsl330/atlas_repeat.fs
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+#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;
+}