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@@ -11,7 +11,7 @@ const char *spriteVx = R"glsl( |
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void main() { |
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vec3 pos = camera * transform * vec3(vertex, 1); |
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gl_Position = vec4(pos.x, pos.y, 0, 1); |
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gl_Position = vec4(pos.xy, 0, 1); |
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v_texCoord = texCoord; |
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} |
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)glsl"; |
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@@ -34,7 +34,7 @@ const char *chunkVx = R"glsl( |
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void main() { |
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vec3 pos = camera * vec3(pos + vertex, 1); |
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gl_Position = vec4(pos.x, pos.y, 0, 1); |
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gl_Position = vec4(pos.xy, 0, 1); |
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v_tileCoord = vertex; |
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} |
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)glsl"; |
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@@ -57,7 +57,7 @@ const char *chunkFr = R"glsl( |
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vec2 atlasPos = vec2( |
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tileID + v_tileCoord.x - tilePos.x, |
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floor(tileID / tileTexSize.x) + (-v_tileCoord.y - tilePos.y)); |
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floor(tileID / tileTexSize.x) - v_tileCoord.y - tilePos.y); |
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gl_FragColor = texture2D(tileTex, fract(atlasPos / tileTexSize)); |
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} |