ddnet/data/shader/vulkan/spritemulti.vert

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2022-03-20 17:04:00 +00:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
layout(push_constant) uniform SPosBO {
layout(offset = 0) uniform mat4x2 gPos;
layout(offset = 32) uniform vec2 gCenter;
#ifdef TW_PUSH_CONST
layout(offset = 48) uniform vec4 gRSP[1];
#endif
} gPosBO;
#ifndef TW_PUSH_CONST
layout (std140, set = 1, binding = 1) uniform SRSPBO {
vec4 gRSP[512];
} gRSPBO;
#define RSPIndex gl_InstanceIndex
#else
#define gRSPBO gPosBO
#define RSPIndex 0
#endif
layout (location = 0) noperspective out vec2 texCoord;
layout (location = 1) noperspective out vec4 vertColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(gRSPBO.gRSP[RSPIndex].w != 0.0)
{
float X = FinalPos.x - gPosBO.gCenter.x;
float Y = FinalPos.y - gPosBO.gCenter.y;
FinalPos.x = X * cos(gRSPBO.gRSP[RSPIndex].w) - Y * sin(gRSPBO.gRSP[RSPIndex].w) + gPosBO.gCenter.x;
FinalPos.y = X * sin(gRSPBO.gRSP[RSPIndex].w) + Y * cos(gRSPBO.gRSP[RSPIndex].w) + gPosBO.gCenter.y;
}
FinalPos.x *= gRSPBO.gRSP[RSPIndex].z;
FinalPos.y *= gRSPBO.gRSP[RSPIndex].z;
FinalPos.x += gRSPBO.gRSP[RSPIndex].x;
FinalPos.y += gRSPBO.gRSP[RSPIndex].y;
gl_Position = vec4(gPosBO.gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}