Detect tile under foot
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@@ -4,11 +4,10 @@ render_mode cull_disabled;
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uniform sampler2D tileset : filter_nearest;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec4 textureColor = texture(tileset, UV);
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vec4 textureColor = texture(tileset, UV) * COLOR;
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if(textureColor.a == 0.0)
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discard;
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@@ -7,27 +7,8 @@ uniform int direction;
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const int FRAMES = 3;
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const int DIRECTIONS = 4;
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//const bool BILLBOARD_ROTATION_LOCK = false;
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void vertex() {
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//if(BILLBOARD_ROTATION_LOCK) {
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//mat4 modified_model_view = VIEW_MATRIX * mat4(
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//INV_VIEW_MATRIX[0],
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//INV_VIEW_MATRIX[1],
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//INV_VIEW_MATRIX[2],
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//MODEL_MATRIX[3]
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//);
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//MODELVIEW_MATRIX = modified_model_view;
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//} else {
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//mat4 modified_model_view = VIEW_MATRIX * mat4(
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//INV_VIEW_MATRIX[0],
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//MODEL_MATRIX[1],
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//MODEL_MATRIX[2],
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//MODEL_MATRIX[3]
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//);
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//MODELVIEW_MATRIX = modified_model_view;
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//}
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vec2 tileSize = vec2(1.0 / float(FRAMES), 1.0 / float(DIRECTIONS));
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vec2 topLeft = tileSize * vec2(float(frame % FRAMES), float(direction % DIRECTIONS));
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vec2 bottomRight = topLeft + tileSize;
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