Moved spritesheet texture handling to anm2 instead of resources; added undoing for spritesheet texture changes; refactoring
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10
src/PACKED.h
10
src/PACKED.h
@@ -275,21 +275,19 @@ const std::string SHADER_GRID_FRAGMENT = R"(
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#version 330 core
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in vec2 clip;
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uniform mat4 u_model; // inverse of your world->clip matrix (MVP)
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uniform vec2 u_size; // world-space cell size (e.g. 64,64)
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uniform vec2 u_offset; // world-space grid offset (shifts entire grid)
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uniform vec4 u_color; // RGBA
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uniform mat4 u_model;
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uniform vec2 u_size;
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uniform vec2 u_offset;
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uniform vec4 u_color;
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out vec4 o_fragColor;
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void main()
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{
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// clip -> world on z=0 plane
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vec4 w = u_model * vec4(clip, 0.0, 1.0);
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w /= w.w;
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vec2 world = w.xy;
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// grid space
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vec2 g = (world - u_offset) / u_size;
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vec2 d = abs(fract(g) - 0.5);
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