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Correctly visualize texture tile resolution and pixel positions
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@@ -81,21 +81,15 @@ vec2 compensateSourceTextureSampling(vec2 startOffset, vec2 sizeDiff, const Tile
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return tileUV;
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}
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vec2 compensateSourceTextureSampling2(vec2 startOffset, vec2 sizeDiff, const Tile tile, vec2 tileUV){
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vec2 pixelSizeUV = 1 / (textureSize(tile.textureSampler, 0) + sizeDiff);
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tileUV *= (1 - pixelSizeUV* 2);
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tileUV += pixelSizeUV;
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return tileUV;
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vec2 TileUVToTextureSamplePosition(const Tile tile, vec2 tileUV){
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vec2 uv = tile.uvTransform.uvOffset + tile.uvTransform.uvScale * tileUV;
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uv = compensateSourceTextureSampling(vec2(0), vec2(0), tile, uv);
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return uv;
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}
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vec4 getTexVal(const Tile tile, vec2 tileUV){
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tileUV = tile.uvTransform.uvOffset + tile.uvTransform.uvScale * tileUV;
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//tileUV = compensateSourceTextureSampling(vec2(-1), vec2(2), tile, tileUV);
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//tileUV = compensateSourceTextureSampling2(vec2(-1), vec2(2), tile, tileUV);
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vec4 texVal = texture(tile.textureSampler, tileUV);
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vec2 samplePosition = TileUVToTextureSamplePosition(tile, tileUV);
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vec4 texVal = texture(tile.textureSampler, samplePosition);
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return texVal;
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}
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