Add basic tiled rendering
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26 changed files with 350 additions and 167 deletions
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@ -2,11 +2,15 @@
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precision mediump float;
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uniform mat3 ndcToWorld;
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in vec4 a_position;
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uniform mat3 modelTransform;
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uniform mat3 uvToWorld;
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uniform mat3 ndcToUv;
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in vec4 vertexPosition;
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out vec2 worldCoordinates;
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void main() {
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worldCoordinates = (vec3(a_position.xy, 1.0) * ndcToWorld).xy;
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gl_Position = a_position;
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vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
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worldCoordinates = (vertexPosition2D * ndcToUv * uvToWorld).xy;
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gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
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}
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