About to start shaders

This commit is contained in:
2025-02-25 09:17:33 -06:00
parent af598552f4
commit 1f83690334
31 changed files with 1109 additions and 8 deletions

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#include "../fragments/header.glsl"
#include "../fragments/transforms.glsl"
#define ENTITY_TILE_OFFSET_X (MAP_TILE_WIDTH - ENTITY_WIDTH) / 2
#define ENTITY_TILE_OFFSET_Y (MAP_TILE_HEIGHT - ENTITY_HEIGHT) / 2
struct Entity {
int x;
int y;
int tileset;
int tile;
};
layout(std140) uniform b_Data {
Entity entities[MAP_ENTITY_COUNT_MAX];
int entityCount;
};
vec4 entityGetCoordinates(Entity ent) {
int vx = (ent.x * MAP_TILE_WIDTH) + ENTITY_TILE_OFFSET_X;
int vy = (ent.y * MAP_TILE_HEIGHT) + ENTITY_TILE_OFFSET_Y;
return vec4(vx, vy, vx + ENTITY_WIDTH, vy + ENTITY_HEIGHT);
}
vec4 entityGetUVs(Entity ent) {
return tilesetGetUVsByIndex(ent.tileset, ent.tile);
}