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-rw-r--r--gfx/gl/shaders/basicShader.fs27
1 files changed, 26 insertions, 1 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs
index 8a72e6d..57eaba2 100644
--- a/gfx/gl/shaders/basicShader.fs
+++ b/gfx/gl/shaders/basicShader.fs
@@ -7,12 +7,37 @@ include(`geometryOut.glsl')
layout(binding = 0) uniform sampler2D texture0;
layout(binding = 1) uniform usampler2DRect material;
+float map(uint mapmode, float value)
+{
+ switch (mapmode) {
+ case 0u: // Repeat
+ return fract(value);
+ case 1u: // Clamp to edge
+ return clamp(0.0, 1.0, value);
+ case 2u: // Mirror
+ discard;
+ case 3u: // Decal
+ if (value != clamp(0.0, 1.0, value)) {
+ discard;
+ }
+ }
+ return 0;
+}
+
+vec2 map(uint mapmodeU, uint mapmodeV, vec2 value)
+{
+ return vec2(map(mapmodeU, value.x), map(mapmodeV, value.y));
+}
+
vec4 getTextureColour(uint midx, vec2 uv)
{
if (midx > 0u) {
const vec2 tSize = textureSize(texture0, 0);
const vec4 sPosSize = texture(material, uvec2(0, midx - 1u));
- uv = (sPosSize.xy + sPosSize.zw * fract(uv)) / tSize;
+ const uvec4 sMode = texture(material, uvec2(1, midx - 1u));
+ const uint mapmodeU = sMode.x & 0xFu;
+ const uint mapmodeV = (sMode.x & 0xF0u) >> 1;
+ uv = (sPosSize.xy + sPosSize.zw * map(mapmodeU, mapmodeV, uv)) / tSize;
}
return texture(texture0, uv);
}