Tilesets working.
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@ -11,6 +11,10 @@ uint packedGetU8(uint position, uvec4 data) {
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return (subData >> (position * 8u)) & 0xFFu;
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}
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uint packedGetU32(uint position, uvec4 data) {
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return data[position];
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}
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int packedGetI8(uint position, uvec4 data) {
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uint subData = data[position / 4u];
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@ -14,9 +14,9 @@ uint quadGetIndiceIndex(int vertexId) {
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vec2 quadGetVertice(uint indiceIndex) {
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vec2 vert = vec2(0, 0);
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if(indiceIndex == 0u || indiceIndex == 4u) {
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/*if(indiceIndex == 0u || indiceIndex == 4u) {
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// vert = vec2(0, 0);
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} else if(indiceIndex == 1u) {
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} else*/ if(indiceIndex == 1u) {
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vert = vec2(1, 0);
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} else if(indiceIndex == 2u || indiceIndex == 5u) {
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vert = vec2(1, 1);
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@ -30,4 +30,10 @@ vec2 quadGetVertice(uint indiceIndex) {
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vec2 quadGetTextureCoordinate(uint indiceIndex) {
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vec2 vert = quadGetVertice(indiceIndex);
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return vert;
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}
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vec2 quadGetTextureCoordinate(uint indiceIndex, vec4 uv) {
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vec2 vert = quadGetVertice(indiceIndex);
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vert.y = 1.0 - vert.y;
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return vec2(uv.x + (uv.z - uv.x) * vert.x, uv.y + (uv.w - uv.y) * vert.y);
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}
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