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let camera_pos = transform.translation;
let half_width = (window.width() / 2.0) * projection.scale;
let half_height = (window.height() / 2.0) * projection.scale;
let min_x = camera_pos.x - half_width;
let max_x = camera_pos.x + half_width;
let min_y = camera_pos.y - half_height;
let max_y = camera_pos.y + half_height;
- https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-12-tile-based-texture-mapping
- https://www.perplexity.ai/search/explain-modern-way-of-renderin-_.2UYAy4T5iECJEEPW_U3A
- https://discussions.unity.com/t/tile-map-accelerator-high-performance-shader-based-tile-map-renderer/750183/11
- https://users.rust-lang.org/t/how-to-render-a-scrolling-tile-map-in-macro-quad/71448/4
- https://github.com/heroiclabs/fishgame-macroquad/blob/master/src/nodes/camera.rs#L11