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20 lines
430 B
GLSL
20 lines
430 B
GLSL
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#version 330
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layout (location = 0) in vec2 inVertex;
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uniform mat4 Pos;
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uniform vec2 Offset;
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uniform vec2 Dir;
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uniform int JumpIndex;
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void main()
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{
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vec4 VertPos = vec4(inVertex, -5.0, 1.0);
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int XCount = gl_InstanceID - (int(gl_InstanceID/JumpIndex) * JumpIndex);
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int YCount = (int(gl_InstanceID/JumpIndex));
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VertPos.x += Offset.x + Dir.x * XCount;
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VertPos.y += Offset.y + Dir.y * YCount;
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gl_Position = Pos * VertPos;
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}
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