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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.
42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
uniform mat4 projMat;
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uniform vec2 texSizeInv;
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uniform vec2 translation;
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uniform highp int aniIndex;
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attribute vec2 position;
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attribute vec2 texCoord;
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varying vec2 v_texCoord;
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const int nAutotiles = 7;
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const float tileW = 32.0;
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const float tileH = 32.0;
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const float autotileW = 3.0*tileW;
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const float autotileH = 4.0*tileW;
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const float atAreaW = autotileW;
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const float atAreaH = autotileH*float(nAutotiles);
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const float atAniOffsetX = 3.0*tileW;
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const float atAniOffsetY = tileH;
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uniform lowp int atFrames[nAutotiles];
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void main()
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{
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vec2 tex = texCoord;
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lowp int atIndex = int(tex.y / autotileH);
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if (atIndex < nAutotiles) {
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lowp int pred = int(tex.x <= atAreaW && tex.y <= atAreaH);
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lowp int frame = int(aniIndex - atFrames[atIndex] * (aniIndex / atFrames[atIndex]));
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lowp int row = frame / 8;
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lowp int col = frame - 8 * row;
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tex.x += atAniOffsetX * float(col * pred);
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tex.y += atAniOffsetY * float(row * pred);
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}
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gl_Position = projMat * vec4(position + translation, 0, 1);
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v_texCoord = tex * texSizeInv;
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}
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