ent prog tiles
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@ -6,7 +6,6 @@
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#include "../fragments/header.glsl"
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#include "../data/transforms.glsl"
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#include "../data/entities.glsl"
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#include "../data/tilesets.glsl"
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// Outputs to fragment shader
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out vec2 v_TextureCoord;
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@ -15,10 +14,8 @@ void main() {
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uint instanceIndex = uint(gl_InstanceID);
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uint indiceIndex = quadGetIndiceIndex(gl_VertexID);
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vec4 tilesetUVs = tilesetGetUVsByIndex(uint(TILESET_SLOT_ENTITIES), 1u);
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vec2 vert = entityGetVertice(instanceIndex, indiceIndex);
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vec2 uv = quadGetTextureCoordinate(indiceIndex, tilesetUVs);
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vec2 uv = entityGetUV(instanceIndex, indiceIndex);
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gl_Position = transforms.projection * transforms.view * vec4(vert, 0.0, 1.0);
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v_TextureCoord = uv;
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