ddnet/data/shader/tile.vert

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layout (location = 0) in vec2 inVertex;
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#ifdef TW_TILE_TEXTURED
layout (location = 1) in vec3 inVertexTexCoord;
#endif
uniform mat4x2 gPos;
#if defined(TW_TILE_BORDER) || defined(TW_TILE_BORDER_LINE)
uniform vec2 gDir;
uniform vec2 gOffset;
#endif
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#if defined(TW_TILE_BORDER)
uniform int gJumpIndex;
#endif
#ifdef TW_TILE_TEXTURED
noperspective out vec3 TexCoord;
#endif
void main()
{
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#if defined(TW_TILE_BORDER)
vec4 VertPos = vec4(inVertex, 0.0, 1.0);
int XCount = gl_InstanceID - (int(gl_InstanceID/gJumpIndex) * gJumpIndex);
int YCount = (int(gl_InstanceID/gJumpIndex));
VertPos.x += gOffset.x + gDir.x * XCount;
VertPos.y += gOffset.y + gDir.y * YCount;
gl_Position = vec4(gPos * VertPos, 0.0, 1.0);
#elif defined(TW_TILE_BORDER_LINE)
vec4 VertPos = vec4(inVertex.x + gOffset.x, inVertex.y + gOffset.y, 0.0, 1.0);
VertPos.x += gDir.x * gl_InstanceID;
VertPos.y += gDir.y * gl_InstanceID;
gl_Position = vec4(gPos * VertPos, 0.0, 1.0);
#else
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
#endif
#ifdef TW_TILE_TEXTURED
TexCoord = inVertexTexCoord;
#endif
}