ddnet/shader/bordertile.vert

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