#version 330 layout (location = 0) in vec2 inVertex; layout (location = 1) in vec2 inVertexTexCoord; layout (location = 2) in ivec2 inVertexTexRightOrBottom; uniform mat4x2 Pos; uniform float LOD; uniform vec2 Offset; uniform vec2 Dir; uniform int JumpIndex; noperspective out vec2 texCoord; flat out float fragLOD; void main() { vec4 VertPos = vec4(inVertex, 0.0, 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 = vec4(Pos * VertPos, 0.0, 1.0); float F1 = -(0.5/(1024.0 * pow(0.5, LOD))); float F2 = (0.5/(1024.0 * pow(0.5, LOD))); float tx = (inVertexTexCoord.x/(16.0)); float ty = (inVertexTexCoord.y/(16.0)); texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1)); fragLOD = LOD; }