Files
MapLibreParticleLab/shaders/drawable.background_pattern.fragment.glsl
Tim Sylvester 4cac8a8dfb Topic/atlas tex 2d (#1194)
Co-authored-by: mwilsnd <mwilsnd@gmail.com>
2023-08-31 15:36:19 +02:00

39 lines
1.0 KiB
GLSL

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
}