“Texture Shader Example” by Paul Wheeler
https://openprocessing.org/sketch/1406878
License CreativeCommons Attribution NonCommercial ShareAlike
https://creativecommons.org/licenses/by-nc-sa/3.0
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CC Attribution NonCommercial ShareAlike
Texture Shader Example
Wheeler
xxxxxxxxxx
let img;
let shdr;
const spacing = 2;
const spriteW = 70;
const spriteH = 70;
let sprite = [1, 2];
// Bounds of the sprite in normalized coordinates (0..1)
// [ left, top, right, bottom ];
// [ x1, y1, x2, y2 ];
let spriteBounds;
function preload() {
img = loadImage('spritesheet.png');
}
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
textureMode(NORMAL);
shdr = createShader(vert, frag);
// There's a bug in p5.Shader._loadUniforms where samplerIndex never gets initialized
shdr.samplerIndex = 1;
spriteBounds = [
sprite[0] * (spriteW + spacing) / img.width,
sprite[1] * (spriteH + spacing) / img.height,
(sprite[0] * (spriteW + spacing) + spriteW) / img.width,
(sprite[1] * (spriteH + spacing) + spriteH) / img.height,
];
}
function draw() {
orbitControl(2, 1, 0.1);
background(100);
texture(img);
shader(shdr);
beginShape();
// clockwise winding quad
vertex(-50, -50, 0, spriteBounds[0], spriteBounds[1]);
vertex(50, -50, 0, spriteBounds[2], spriteBounds[1]);
vertex(50, 50, 0, spriteBounds[2], spriteBounds[3]);
vertex(-50, 50, 0, spriteBounds[0], spriteBounds[3]);
endShape();
}
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