Topic/atlas tex 2d (#1194)

Co-authored-by: mwilsnd <mwilsnd@gmail.com>
This commit is contained in:
Tim Sylvester
2023-06-02 08:11:12 -07:00
committed by Bart Louwers
parent e771363d4b
commit 4cac8a8dfb
43 changed files with 552 additions and 190 deletions

View File

@@ -0,0 +1,38 @@
layout (std140) uniform BackgroundLayerUBO {
highp vec2 u_pattern_tl_a;
highp vec2 u_pattern_br_a;
highp vec2 u_pattern_tl_b;
highp vec2 u_pattern_br_b;
highp vec2 u_texsize;
highp vec2 u_pattern_size_a;
highp vec2 u_pattern_size_b;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_tile_units_to_pixels;
highp float u_scale_a;
highp float u_scale_b;
highp float u_mix;
highp float u_opacity;
highp float pad;
};
uniform sampler2D u_image;
in mediump vec2 v_pos_a;
in mediump vec2 v_pos_b;
void main() {
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture(u_image, pos2);
fragColor = mix(color1, color2, u_mix) * u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}

View File

@@ -0,0 +1,31 @@
layout (std140) uniform BackgroundDrawableUBO {
highp mat4 u_matrix;
};
layout (std140) uniform BackgroundLayerUBO {
highp vec2 u_pattern_tl_a;
highp vec2 u_pattern_br_a;
highp vec2 u_pattern_tl_b;
highp vec2 u_pattern_br_b;
highp vec2 u_texsize;
highp vec2 u_pattern_size_a;
highp vec2 u_pattern_size_b;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_tile_units_to_pixels;
highp float u_scale_a;
highp float u_scale_b;
highp float u_mix;
highp float u_opacity;
highp float pad;
};
layout (location = 0) in vec2 a_pos;
out mediump vec2 v_pos_a;
out mediump vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
}

View File

@@ -6,6 +6,13 @@
"glsl_frag": "drawable.background.fragment.glsl",
"uses_ubos": true
},
{
"name": "BackgroundPatternShader",
"header": "drawable_background_pattern",
"glsl_vert": "drawable.background_pattern.vertex.glsl",
"glsl_frag": "drawable.background_pattern.fragment.glsl",
"uses_ubos": true
},
{
"name": "CircleShader",
"header": "drawable_circle",