use texture array instead of atlas for tiles
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@@ -1,9 +1,11 @@
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#version 150
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#define MILLIS_PER_TILE 4000u
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in vec2 v_uv;
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flat in uint v_tileidx;
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out vec4 pixcolor;
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uniform sampler2D t_atlas;
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uniform sampler2DArray t_tiles;
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uniform b_constants {
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uvec4 anim;
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float R1;
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@@ -19,8 +21,8 @@ uniform b_locals {
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void main() {
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vec2 anim_uv = v_uv;
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if (v_tileidx < 128u && bool(anim[v_tileidx / 32u] & 1u << v_tileidx % 32u)) {
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anim_uv = vec2(v_uv.x, float((uint(v_uv.y * 1000.0) + millis / 4u) % 1000u) / 1000.0);
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anim_uv = vec2(v_uv.x, v_uv.y + float(millis % MILLIS_PER_TILE) / MILLIS_PER_TILE);
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}
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vec2 uv = vec2(anim_uv.x, float(v_tileidx) / 256.0 + (1.0 - anim_uv.y) / 256.0);
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pixcolor = texture(t_atlas, uv);
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pixcolor = texture(t_tiles, vec3(anim_uv.x, 1.0 - anim_uv.y, v_tileidx));
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}
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