Created
February 10, 2013 22:14
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Animation fragment shader
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#version 330 core | |
uniform sampler2D texture; | |
// Individual sprite dimensions expressed in the proper texcoord range. | |
// For example, a 32x32 sprite would be <0.03125, 0.03125> | |
// This would then be interpolated from [0, 0.03125], properly rendering | |
// all of the texels in the desired sprite. | |
uniform vec2 tc_offset; | |
// Starting offset within the sprite sheet. For example, if you wanted the | |
// 2nd sprite of the 3rd row of a sprite sheet with 16x16 sprites, you'd | |
// pass <2 * 1/16, 3 * 1/16> | |
uniform vec2 tc_start; | |
smooth in vec2 fs_texc; | |
smooth in vec4 fs_color; | |
out vec4 out_color; | |
void main() | |
{ | |
out_color = texture2D(texture, tc_start + (fs_texc * tc_offset)) * fs_color; | |
} | |
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