gtk2/gsk/resources/glsl/repeat.fs.glsl
2019-08-11 09:05:31 +02:00

35 lines
876 B
GLSL

uniform vec4 u_child_bounds;
uniform vec4 u_texture_rect;
float wrap(float f, float wrap_for) {
return mod(f, wrap_for);
}
/* We get the texture coordinates via vUv,
* but that might be on a texture atlas, so we need to do the
* wrapping ourselves.
*/
void main() {
/* We map the texture coordinate to [1;0], then wrap it and scale the result again */
float tw = u_texture_rect.z - u_texture_rect.x;
float th = u_texture_rect.w - u_texture_rect.y;
float mapped_x = (vUv.x - u_texture_rect.x) / tw;
float mapped_y = (vUv.y - u_texture_rect.y) / th;
float wrapped_x = wrap(mapped_x * u_child_bounds.z, 1.0);
float wrapped_y = wrap(mapped_y * u_child_bounds.w, 1.0);
vec2 tp;
tp.x = u_texture_rect.x + (wrapped_x * tw);
tp.y = u_texture_rect.y + (wrapped_y * th);
vec4 diffuse = Texture(u_source, tp);
setOutputColor(diffuse * u_alpha);
}