Created
April 2, 2017 19:42
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GLSL fragment shader which renders a portion of a given sprite sheet
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module SpriteSheet exposing (..) | |
import Math.Vector2 exposing (Vec2, vec2) | |
import WebGL exposing (Texture, Shader) | |
{-| | |
Render a portion of a sprite sheet. | |
-} | |
fragmentSpriteSheet : Shader {} { u | spriteSheet : Texture, spriteSheetSize: Vec2, spriteSize: Vec2, index : Float } { vcoord : Vec2 } | |
fragmentSpriteSheet = | |
[glsl| | |
precision mediump float; | |
uniform sampler2D spriteSheet; | |
uniform vec2 spriteSheetSize; // In px | |
uniform vec2 spriteSize; // In px | |
uniform float index; // Sprite index in sprite sheet (0-...) | |
varying vec2 vcoord; | |
void main () { | |
float w = spriteSheetSize.x; | |
float h = spriteSheetSize.y; | |
// Normalize sprite size (0.0-1.0) | |
float dx = spriteSize.x / w; | |
float dy = spriteSize.y / h; | |
// Figure out number of tile cols of sprite sheet | |
float cols = w / spriteSize.x; | |
// From linear index to row/col pair | |
float col = mod(index, cols); | |
float row = floor(index / cols); | |
// Finally to UV texture coordinates | |
vec2 uv = vec2(dx * vcoord.x + col * dx, 1.0 - dy - row * dy + dy * vcoord.y); | |
gl_FragColor = texture2D(spriteSheet, uv); | |
} | |
|] |
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