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Author: theagentd (posted 2012-10-09 18:39:37, viewed 312 times)

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#extension GL_EXT_texture_array : enable

uniform vec2 mapSize;

uniform sampler2D tileTexture;
uniform sampler2DArray tilesetTexture;

uniform float lod;
uniform float scale;


vec3 getTileData(vec2 texCoords){
   return texture2D(tileTexture, texCoords / mapSize).rgb * 65535.0;
}

vec4 sample(vec3 tileResult){
   return texture2DArrayLod(tilesetTexture, vec3(gl_TexCoord[0].st - tileResult.gb, tileResult.r), lod);
}

void main()
{
   vec2 texCoords = gl_TexCoord[0].st;
   
   vec3 tld = getTileData(texCoords + vec2(-0.5/scale, -0.5/scale));
   vec3 trd = getTileData(texCoords + vec2( 0.5/scale, -0.5/scale));
   vec3 bld = getTileData(texCoords + vec2(-0.5/scale,  0.5/scale));
   vec3 brd = getTileData(texCoords + vec2( 0.5/scale,  0.5/scale));
   
   vec4 tlc = sample(tld);
   vec4 trc = sample(trd);
   vec4 blc = sample(bld);
   vec4 brc = sample(brd);
   
   float x = trd.g, y = bld.b;
   
   float mixHorizontal = (texCoords.s - x)*scale + 0.5;
   float mixVertical = (texCoords.t - y)*scale + 0.5;
   
   gl_FragColor = mix(mix(tlc, trc, mixHorizontal), mix(blc, brc, mixHorizontal), mixVertical);
}





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