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Change Tilemap to use 8x8 tiles
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yuriks committed May 28, 2011
1 parent ff71383 commit 4ccd9f5
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions tilemap_shader.frag
Expand Up @@ -9,11 +9,11 @@ out vec4 out_Color;

void main(void) {
ivec2 tile_pos = ivec2(vf_TilePos) + u_Offset;
ivec2 pos_tile = (tile_pos >> 4) % textureSize(u_Tilemap, 0);
ivec2 pos_offset = tile_pos & 0xF;
ivec2 pos_tile = (tile_pos >> 3) % textureSize(u_Tilemap, 0);
ivec2 pos_offset = tile_pos & 0x7;
uint tile_num = texelFetch(u_Tilemap, pos_tile, 0).r;
uint tileset_width = uint(textureSize(u_Tex0, 0).x >> 4);
uint tileset_width = uint(textureSize(u_Tex0, 0).x >> 3);
uint div = tile_num / tileset_width;
ivec2 tile_texel = ivec2(tile_num - (div * tileset_width), div) << 4;
ivec2 tile_texel = ivec2(tile_num - (div * tileset_width), div) << 3;
out_Color = texelFetch(u_Tex0, tile_texel + pos_offset, 0);
}

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