Implement texture atlas, details on why it works unclear
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@@ -0,0 +1,10 @@
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#version 430 core
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in vec3 vTexPos;
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out vec4 fColor;
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uniform sampler2DArray tilesetSampler;
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void main()
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{
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fColor = texture(tilesetSampler, vTexPos);
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 texPos;
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out vec3 vTexPos;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(pos,1.0) ;
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vTexPos = texPos;
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}
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@@ -7,6 +7,6 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(pos,1);
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gl_Position = worldMat * vec4(pos,1.0) ;
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vTexPos = texPos;
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}
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@@ -7,6 +7,6 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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gl_Position = worldMat * vec4(position,1);
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vColor = color;
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}
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