zip side load; 9 slice working

This commit is contained in:
2024-10-19 18:37:27 -05:00
parent f823e6b839
commit 90eba900e3
13 changed files with 871 additions and 117 deletions

View File

@@ -1,32 +1,40 @@
@block vert
uniform vec4 rect;
uniform vec2 diffuse_size;
uniform vec4 rect; // uv rect
void vert()
{
pos *= vec3(diffuse_size*rect.zw, 1);
uv = (uv*rect.zw)+rect.xy;
}
@end
@block frag
uniform vec4 border;
uniform vec2 scale;
uniform vec4 border; // border given as [left,down,right,top], in uv coordinates of texture, so (pixel)border.x/texture.x, etc
uniform vec2 win_tex_scale; // size of the drawing area over the size of the tex
uniform vec4 shade;
uniform vec4 frag_rect;
// border given as [left,down,right,top], in scaled coordinates
float map(float value, float originalMin, float originalMax, float newMin, float newMax) {
return (value - originalMin) / (originalMax - originalMin) * (newMax - newMin) + newMin;
}
vec2 uv9slice(vec2 uv, vec2 s, vec4 b)
{
vec2 t = clamp((s * uv - b.xy) / (s - b.xy - b.zw), 0., 1.);
return mix(uv * s, 1. - s * (1. - uv), t);
return mix(uv * s, 1. - s * (1. - uv), t);
}
void frag()
{
vec2 ruv = uv9slice(uv, scale, border);
color = texture(sampler2D(diffuse,smp), ruv);
if (color.a < 0.1) discard;
vec2 guv;
guv.x = map(uv.x, frag_rect.x, frag_rect.x+frag_rect.z, 0, 1);
guv.y = map(uv.y, frag_rect.y, frag_rect.y+frag_rect.w, 0, 1);
vec2 nuv = uv9slice(guv, win_tex_scale, border);
nuv.x = map(nuv.x, 0, 1, frag_rect.x, frag_rect.x+frag_rect.z);
nuv.y = map(nuv.y, 0, 1, frag_rect.y, frag_rect.y+frag_rect.w);
color = texture(sampler2D(diffuse,smp), nuv);
}
@end
#include <base.cg>
#include <base.cg>

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@@ -33,6 +33,7 @@ out vec4 color;
#define PI 3.141592
texture2D diffuse;
@sampler_type smp nonfiltering
sampler smp;
@include_block frag

View File

@@ -24,7 +24,6 @@ void main()
sprite s = sprites[int(baseinstance)+gl_InstanceIndex];
pos = a_pos;
uv = a_uv;
pos *= vec3(s.rect.zw,1);
uv = (uv*s.rect.zw)+s.rect.xy;
gl_Position = vp * s.model * vec4(pos, 1.0);
shade = s.shade;