[core] Move pattern coordinate division by texture size into shader

This makes pattern usage more like icons, and will be necessary for data-driven *-pattern properties.
This commit is contained in:
John Firebaugh
2017-05-17 18:19:48 -07:00
parent 72b13cef6a
commit 71c8f6aa10
20 changed files with 36 additions and 18 deletions

View File

@@ -13,6 +13,7 @@ static_assert(sizeof(FillLayoutVertex) == 4, "expected FillLayoutVertex size");
FillPatternUniforms::Values
FillPatternUniforms::values(mat4 matrix,
Size framebufferSize,
Size atlasSize,
const SpriteAtlasElement& a,
const SpriteAtlasElement& b,
const Faded<std::string>& fading,
@@ -26,6 +27,7 @@ FillPatternUniforms::values(mat4 matrix,
return FillPatternUniforms::Values {
uniforms::u_matrix::Value{ matrix },
uniforms::u_world::Value{ framebufferSize },
uniforms::u_texsize::Value{ atlasSize },
uniforms::u_pattern_tl_a::Value{ a.tl },
uniforms::u_pattern_br_a::Value{ a.br },
uniforms::u_pattern_tl_b::Value{ b.tl },