ddnet/data/shader/quadtex.vert

35 lines
778 B
GLSL
Raw Normal View History

#version 330
layout (location = 0) in vec4 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inColor;
uniform mat4x2 Pos;
uniform vec2 Offset;
uniform float Rotation;
noperspective out vec2 texCoord;
noperspective out vec4 quadColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(Rotation != 0.0)
{
float X = FinalPos.x - inVertex.z;
float Y = FinalPos.y - inVertex.w;
FinalPos.x = X * cos(Rotation) - Y * sin(Rotation) + inVertex.z;
FinalPos.y = X * sin(Rotation) + Y * cos(Rotation) + inVertex.w;
}
FinalPos.x = FinalPos.x / 1024.0 + Offset.x;
FinalPos.y = FinalPos.y / 1024.0 + Offset.y;
gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
quadColor = inColor;
}