Fix opaque rendering of TilemapGPULayer empty cells#7336
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Empty cells were not discarded in the fragment shader. getTileTexelCoord() returns (0, 0) for an empty tile, so it sampled the top-left texel of tile 0 - opaque for most tilesets - painting tile 0 over everything drawn beneath the layer. This also made stacked GPU layers hide one another: an upper layer's empty cells covered the layer below. Discard empty fragments in main() and regenerate the bundled shader. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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This PR (delete as applicable)
Empty cells were not discarded in the fragment shader.
getTileTexelCoord()returns(0, 0)for an empty tile, so it sampled the top-left texel of tile 0 (opaque for most tilesets) painting tile 0 over everything drawn beneath the layer. This also made stacked GPU layers hide one another: an upper layer's empty cells covered the layer below.Discard empty fragments in main() and regenerate the bundled shader.
You can view a repro of the error in this fork of the examples repository:
https://github.com/moufmouf/examples/blob/5ba9594ebf6a5405309cdf6e887f86980b36083d/public/src/tilemaps/tilemap%20gpu%20layer/gpu%20tile%20layer%20empty%20cells.js
Before the fix:
After the fix: