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-rw-r--r--examples/resources/shaders/glsl330/atlas_repeat.fs28
1 files changed, 28 insertions, 0 deletions
diff --git a/examples/resources/shaders/glsl330/atlas_repeat.fs b/examples/resources/shaders/glsl330/atlas_repeat.fs
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+++ 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;
+}