Avoid out-of-bounds array access in tilemap shader

This breaks the shader on my Android device. When `atIndex` is out of
bounds, `atFrames[atIndex]` evaluates to 0 and so
`aniIndex / atFrames[atIndex]` results in division by 0. All of the
tiles where this division by 0 occurs are blank on my Android device.
That probably means the shader pipeline halts when division by 0 occurs.
This commit is contained in:
刘皓 2025-03-20 14:26:37 -04:00
parent cb302d2475
commit 6290703847
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@ -27,12 +27,14 @@ void main()
vec2 tex = texCoord;
lowp int atIndex = int(tex.y / autotileH);
lowp int pred = int(tex.x <= atAreaW && tex.y <= atAreaH);
lowp int frame = int(aniIndex - atFrames[atIndex] * (aniIndex / atFrames[atIndex]));
lowp int row = frame / 8;
lowp int col = frame - 8 * row;
tex.x += atAniOffsetX * float(col * pred);
tex.y += atAniOffsetY * float(row * pred);
if (atIndex < nAutotiles) {
lowp int pred = int(tex.x <= atAreaW && tex.y <= atAreaH);
lowp int frame = int(aniIndex - atFrames[atIndex] * (aniIndex / atFrames[atIndex]));
lowp int row = frame / 8;
lowp int col = frame - 8 * row;
tex.x += atAniOffsetX * float(col * pred);
tex.y += atAniOffsetY * float(row * pred);
}
gl_Position = projMat * vec4(position + translation, 0, 1);