This implementation is also heaps better than the old one as it doesn't use a (differently sized) aux texture, meaning the Bitmap discards its old texture and aquires one of same size, making reuse through the TexPool a lot more likely. It also saves on the aux texture blits and binding switches. As the setup / resource acquisition far outweighs the actual rendering cost, operation time is relatively constant no matter how many divisions are used.
20 lines
320 B
GLSL
20 lines
320 B
GLSL
|
|
uniform mat4 projMat;
|
|
uniform mat4 matrix;
|
|
|
|
uniform vec2 texSizeInv;
|
|
|
|
attribute vec2 position;
|
|
attribute vec2 texCoord;
|
|
attribute vec4 color;
|
|
|
|
varying vec2 v_texCoord;
|
|
varying vec4 v_color;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = projMat * matrix * vec4(position, 0, 1);
|
|
|
|
v_texCoord = texCoord * texSizeInv;
|
|
v_color = color;
|
|
}
|