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-rw-r--r--cwd/shaders/face.fs4
-rw-r--r--cwd/shaders/face.vs10
2 files changed, 8 insertions, 6 deletions
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs
index a4e020c..62a2d37 100644
--- a/cwd/shaders/face.fs
+++ b/cwd/shaders/face.fs
@@ -2,12 +2,12 @@
in VS_OUT {
vec2 UvPosition;
- vec2 Texture;
+ vec3 Texture;
vec3 Color;
vec2 Light;
} fs_in;
-uniform sampler2D textureAtlas;
+uniform sampler2DArray textureAtlas;
uniform vec2 windowSize;
uniform float DayTime;
diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs
index 5431ff2..9c40846 100644
--- a/cwd/shaders/face.vs
+++ b/cwd/shaders/face.vs
@@ -5,10 +5,11 @@ layout (location = 7) in vec4 Texture;
layout (location = 8) in mat4 model;
layout (location = 12) in vec3 color;
layout (location = 13) in vec2 light;
+layout (location = 14) in float TextureLayer;
out VS_OUT {
vec2 UvPosition;
- vec2 Texture;
+ vec3 Texture;
vec3 Color;
vec2 Light;
} vs_out;
@@ -17,14 +18,15 @@ out VS_OUT {
//uniform mat4 projection;
uniform mat4 projView;
-vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
+vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
float x = TextureAtlasCoords.x;
float y = TextureAtlasCoords.y;
float w = TextureAtlasCoords.z;
float h = TextureAtlasCoords.w;
vec2 A = vec2(x, 1 - y - h);
vec2 B = vec2(x + w, 1 - y);
- return A + UvCoords * (B - A);
+ vec2 transformed = A + UvCoords * (B - A);
+ return vec3(transformed.x, transformed.y, Layer);
}
void main()
@@ -33,7 +35,7 @@ void main()
gl_Position = projView * model * sourcePosition;
vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
- vs_out.Texture = TransformTextureCoord(Texture,UvCoordinates);
+ vs_out.Texture = TransformTextureCoord(Texture,UvCoordinates,TextureLayer);
vs_out.Color = color;
vs_out.Light = light;
}