ddnet/data/shader/spritemulti.vert

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layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 Pos;
uniform vec4 RSP[228];
uniform vec2 Center;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(RSP[gl_InstanceID].w != 0.0)
{
float X = FinalPos.x - Center.x;
float Y = FinalPos.y - Center.y;
FinalPos.x = X * cos(RSP[gl_InstanceID].w) - Y * sin(RSP[gl_InstanceID].w) + Center.x;
FinalPos.y = X * sin(RSP[gl_InstanceID].w) + Y * cos(RSP[gl_InstanceID].w) + Center.y;
}
FinalPos.x *= RSP[gl_InstanceID].z;
FinalPos.y *= RSP[gl_InstanceID].z;
FinalPos.x += RSP[gl_InstanceID].x;
FinalPos.y += RSP[gl_InstanceID].y;
gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}