Fixed whatever was wrong with my shader
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@ -105,31 +105,25 @@ int main(int argc, char *argv[]) {
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}
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// Calculate division sizes (pixels)
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float divX = (
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(float)w - ((float)borderX * 2.0f) -
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((float)gapX * ((float)cols - 1))
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) / cols;
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float divY = (
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(float)h - ((float)borderY * 2.0f) -
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((float)gapY * ((float)rows - 1))
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) / rows;
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int divX = (w - (borderX * 2) - (gapX * (cols - 1))) / cols;
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int divY = (h - (borderY * 2) - (gapY * (rows - 1))) / rows;
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// Calculate the division sizes (units)
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float tdivX = divX / (float)w;
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float tdivY = divY / (float)h;
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float tdivX = (float)divX / (float)w;
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float tdivY = (float)divY / (float)h;
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// Output buffer prep
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char *buffer = malloc(sizeof(char) * (cols * rows * 48 + 48 + 48));
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buffer[0] = '\0';
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sprintf(buffer, "%i|%i|", cols, rows);
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sprintf(buffer, "%i|%i|%i|%i|", cols, rows, divX, divY);
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// Now prep tileset.
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for(int y = 0; y < rows; y++) {
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for(int x = 0; x < cols; x++) {
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float ux0 = (borderX + (divX * x) + (gapX * x)) / w;
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float ux0 = (borderX + ((float)divX * x) + ((float)gapX * x)) / w;
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float ux1 = ux0 + tdivX;
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float uy0 = (borderY + (divY * y) + (gapY * y)) / h;
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float uy0 = (borderY + ((float)divY * y) + ((float)gapY * y)) / h;
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float uy1 = uy0 + tdivY;
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sprintf(buffer, "%s%f,%f,%f,%f|", buffer, ux0, ux1, uy0, uy1);
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}
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