Shader working.
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@@ -1,27 +0,0 @@
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#include "../fragments/header.glsl"
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#include "../fragments/transforms.glsl"
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#define ENTITY_TILE_OFFSET_X (MAP_TILE_WIDTH - ENTITY_WIDTH) / 2
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#define ENTITY_TILE_OFFSET_Y (MAP_TILE_HEIGHT - ENTITY_HEIGHT) / 2
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struct Entity {
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int x;
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int y;
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int tileset;
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int tile;
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};
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layout(std140) uniform b_Data {
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Entity entities[MAP_ENTITY_COUNT_MAX];
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int entityCount;
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};
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vec4 entityGetCoordinates(Entity ent) {
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int vx = (ent.x * MAP_TILE_WIDTH) + ENTITY_TILE_OFFSET_X;
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int vy = (ent.y * MAP_TILE_HEIGHT) + ENTITY_TILE_OFFSET_Y;
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return vec4(vx, vy, vx + ENTITY_WIDTH, vy + ENTITY_HEIGHT);
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}
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vec4 entityGetUVs(Entity ent) {
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return tilesetGetUVsByIndex(ent.tileset, ent.tile);
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}
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