Working with tilesets, about to do UV wrapping.
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@ -5,6 +5,7 @@
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#include "../fragments/header.glsl"
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#include "../data/entities.glsl"
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#include "../data/tilesets.glsl"
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// Inputs from vertex shader
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in vec2 v_TextureCoord;
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@ -13,5 +14,6 @@ in vec2 v_TextureCoord;
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out vec4 FragColor;
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void main() {
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FragColor = vec4(1, 1, 1, 1);
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vec4 tColor = tilesetGetColor(0, v_TextureCoord);
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FragColor = vec4(1, 1, 1, 1) * tColor;
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}
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