#include "common.glsl" // Position the origin to the upper left layout(origin_upper_left) in vec4 gl_FragCoord; // Must declare this output for some versions of OpenGL. layout(location = 0) out vec4 out_FragColor; layout(binding = 1, std430) readonly buffer bg_cells { uint cells[]; }; vec4 cell_bg() { uvec2 grid_size = unpack2u16(grid_size_packed_2u16); ivec2 grid_pos = ivec2(floor((gl_FragCoord.xy - grid_padding.wx) / cell_size)); bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0; vec4 bg = vec4(0.0); // Clamp x position, extends edge bg colors in to padding on sides. if (grid_pos.x < 0) { if ((padding_extend & EXTEND_LEFT) != 0) { grid_pos.x = 0; } else { return bg; } } else if (grid_pos.x > grid_size.x - 1) { if ((padding_extend & EXTEND_RIGHT) != 0) { grid_pos.x = int(grid_size.x) - 1; } else { return bg; } } // Clamp y position if we should extend, otherwise discard if out of bounds. if (grid_pos.y < 0) { if ((padding_extend & EXTEND_UP) != 0) { grid_pos.y = 0; } else { return bg; } } else if (grid_pos.y > grid_size.y - 1) { if ((padding_extend & EXTEND_DOWN) != 0) { grid_pos.y = int(grid_size.y) - 1; } else { return bg; } } // Load the color for the cell. vec4 cell_color = load_color( unpack4u8(cells[grid_pos.y * grid_size.x + grid_pos.x]), use_linear_blending ); return cell_color; } void main() { out_FragColor = cell_bg(); }