#version 430 precision highp float; in vec3 vertexPos; in vec2 fragTexCoord; in vec4 fragColor; uniform sampler2D texture0; uniform sampler2D atlasTexture; uniform sampler2D tilemapTexture; uniform vec2 offset; uniform float zoom; uniform ivec2 atlasSize; uniform ivec2 mapSize; out vec4 finalColor; const vec4 none = vec4(0.0f, 0.0f, 0.0f, 0.0f); const vec4 gridColor = vec4(0.0f, 0.0f, 0.0f, 0.2f); bool outBounds(vec2 coords, vec2 area) { return coords.x > area.x || coords.x < 0 || coords.y > area.y || coords.y < 0; } ivec2 calcTileOffset(int tileIndex) { tileIndex -= 1; int x = tileIndex % atlasSize.x; int y = (tileIndex - x) / atlasSize.y; return ivec2(x, y); } vec4 drawGrid(vec2 coords) { if (abs(floor(coords.x) - coords.x) < 1/16 || abs(floor(coords.y) - coords.y) < 1/16) { return gridColor; } else { return none; } } vec4 tile(vec2 coords, int tileIndex) { if ( tileIndex == 0 || outBounds(coords, vec2(1, 1))) { return drawGrid(coords); } else { ivec2 tileOffset = calcTileOffset(tileIndex); vec2 texCoords = coords + (tileOffset); texCoords /= atlasSize; return texture(atlasTexture, texCoords); } } void main() { ivec2 res = textureSize(texture0, 1); vec2 uv = fragTexCoord; uv /= zoom; uv -= offset; // get position in tiled world wow ivec2 tilemapPos = ivec2(floor(uv)); if (outBounds(uv, mapSize)) { finalColor = none; } else { vec2 position = mod(uv, 1); int tileIndex = int(256*texelFetch(tilemapTexture, tilemapPos, 0).r); finalColor = tile(position, tileIndex); } }