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starruler-linux/data/shaders/source/pl_generic_vs.txt
T
2018-07-17 14:15:37 +02:00

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varying vec2 uv[5], uvB;
const vec2 fractions = vec2(0.984375, 0.0078125);
uniform vec2 texSize;
uniform vec2 fullSize;
varying vec2 blur;
void main() {
// make biome tiler
// to reuse the tiling planet surfaces we need to account for the bleed they have baked into the planet sphere uv's.
// each planet tile is 2016x2016 with 16 pixel tiled bleed on each side
uvB = (vec2(gl_Color.x, gl_MultiTexCoord0.y) * fractions.x + fractions.y) / vec2(4.0, 2.0);
uvB.y = 1.0 - uvB.y;
// make splatmap blurs
blur = vec2(1.0 / fullSize.x, 1.0 / fullSize.y);
uv[0] = gl_MultiTexCoord0.xy;
uv[1] = uv[0] + blur;
uv[2] = uv[0] + vec2(-blur.x, blur.y);
uv[3] = uv[0] + vec2(-blur.x, -blur.y);
uv[4] = uv[0] + vec2(blur.x, -blur.y);
gl_Position = ftransform();
gl_FrontColor = gl_Color;
gl_BackColor = gl_Color;
}