mkxp/shader/tilemap.vert

47 lines
979 B
GLSL

uniform mat4 projMat;
uniform vec2 texSizeInv;
uniform vec2 translation;
uniform float aniIndex;
uniform float t1Ani;
uniform float t2Ani;
uniform float t3Ani;
uniform float t4Ani;
uniform float t5Ani;
uniform float t6Ani;
uniform float t7Ani;
attribute vec2 position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
const float atAreaW = 96.0;
const float atAreaH = 128.0*7.0;
const float atAniOffset = 32.0*3.0;
void main()
{
vec2 tex = texCoord;
lowp float pred = float(tex.x <= atAreaW && tex.y <= atAreaH);
highp int tileIndex = int(tex.y / 128.0) + 1;
if ((tileIndex == 1 && t1Ani >= 1.0) ||
(tileIndex == 2 && t2Ani >= 1.0) ||
(tileIndex == 3 && t3Ani >= 1.0) ||
(tileIndex == 4 && t4Ani >= 1.0) ||
(tileIndex == 5 && t5Ani >= 1.0) ||
(tileIndex == 6 && t6Ani >= 1.0) ||
(tileIndex == 7 && t7Ani >= 1.0))
tex.x += aniIndex * atAniOffset * pred;
gl_Position = projMat * vec4(position + translation, 0, 1);
v_texCoord = tex * texSizeInv;
}