#define_import_path bevy_ecs_tilemap::common
#import bevy_sprite::mesh2d_view_bindings
struct Mesh {
model: mat4x4<f32>,
};
@group(1) @binding(0)
var<uniform> mesh: Mesh;
struct TilemapData {
texture_size: vec2<f32>,
tile_size: vec2<f32>,
grid_size: vec2<f32>,
spacing: vec2<f32>,
chunk_pos: vec2<f32>,
map_size: vec2<f32>,
};
@group(1) @binding(1)
var<uniform> tilemap_data: TilemapData;
struct VertexInput {
@builtin(vertex_index) v_index: u32,
@location(0) uv: vec4<f32>,
@location(1) position: vec4<f32>,
@location(2) color: vec4<f32>,
}
#ifdef ATLAS
@group(2) @binding(0)
var sprite_texture: texture_2d<f32>;
#else
@group(2) @binding(0)
var sprite_texture: texture_2d_array<f32>;
#endif
@group(2) @binding(1)
var sprite_sampler: sampler;
#import bevy_ecs_tilemap::vertex_output::MeshVertexOutput
fn process_fragment(in: MeshVertexOutput) -> vec4<f32> {
#ifdef ATLAS
let half_texture_pixel_size_u = 0.5 / tilemap_data.texture_size.x;
let half_texture_pixel_size_v = 0.5 / tilemap_data.texture_size.y;
let half_tile_pixel_size_u = 0.5 / tilemap_data.tile_size.x;
let half_tile_pixel_size_v = 0.5 / tilemap_data.tile_size.y;
// Offset the UV 1/2 pixel from the sides of the tile, so that the sampler doesn't bleed onto
// adjacent tiles at the edges.
var uv_offset: vec2<f32> = vec2<f32>(0.0, 0.0);
if (in.uv.z < half_tile_pixel_size_u) {
uv_offset.x = half_texture_pixel_size_u;
} else if (in.uv.z > (1.0 - half_tile_pixel_size_u)) {
uv_offset.x = - half_texture_pixel_size_u;
}
if (in.uv.w < half_tile_pixel_size_v) {
uv_offset.y = half_texture_pixel_size_v;
} else if (in.uv.w > (1.0 - half_tile_pixel_size_v)) {
uv_offset.y = - half_texture_pixel_size_v;
}
let color = textureSample(sprite_texture, sprite_sampler, in.uv.xy + uv_offset) * in.color;
if (color.a < 0.001) {
discard;
}
return color;
#else
let color = textureSample(sprite_texture, sprite_sampler, in.uv.xy, in.tile_id) * in.color;
if (color.a < 0.001) {
discard;
}
return color;
#endif
}