Files
oak-editor/effects/tile.frag
T

43 lines
998 B
GLSL

#version 110
varying vec2 vTexCoord;
uniform sampler2D tex0; // scene buffer
uniform float scale;
uniform float centerx;
uniform float centery;
uniform bool mirrorx;
uniform bool mirrory;
void main(void) {
vec2 texCoord = vTexCoord;
/*vec2 coord = vec2(
mod(vTexCoord.x*tilecount, 1.0),
mod(vTexCoord.y*tilecount, 1.0)
);
if (mirrorx && mod(vTexCoord.x*tilecount, 2.0) > 1.0) {
coord.x = 1.0 - coord.x;
}
if (mirrory && mod(vTexCoord.y*tilecount, 2.0) > 1.0) {
coord.y = 1.0 - coord.y;
}*/
float adj_scale = scale*0.01;
vec2 scaled_coords = (vTexCoord/adj_scale);
vec2 coord = scaled_coords-vec2(0.5/adj_scale, 0.5/adj_scale)+vec2(0.5, 0.5)+vec2(-centerx*0.01, -centery*0.01);
vec2 modcoord = mod(coord, 1.0);
if (mirrorx && mod(coord.x, 2.0) > 1.0) {
modcoord.x = 1.0 - modcoord.x;
}
if (mirrory && mod(coord.y, 2.0) > 1.0) {
modcoord.y = 1.0 - modcoord.y;
}
gl_FragColor = vec4(texture2D(tex0, modcoord));
}