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45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
layout (location = 0) in vec4 inVertex;
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layout (location = 1) in vec4 inColor;
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#ifdef TW_QUAD_TEXTURED
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layout (location = 2) in vec2 inVertexTexCoord;
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#endif
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uniform mat4x2 gPos;
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uniform vec2 gOffsets[TW_MAX_QUADS];
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uniform float gRotations[TW_MAX_QUADS];
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uniform int gQuadOffset;
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noperspective out vec4 QuadColor;
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flat out int QuadIndex;
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#ifdef TW_QUAD_TEXTURED
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noperspective out vec2 TexCoord;
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#endif
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void main()
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{
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vec2 FinalPos = vec2(inVertex.xy);
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int TmpQuadIndex = int(gl_VertexID / 4) - gQuadOffset;
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if(gRotations[TmpQuadIndex] != 0.0)
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{
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float X = FinalPos.x - inVertex.z;
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float Y = FinalPos.y - inVertex.w;
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FinalPos.x = X * cos(gRotations[TmpQuadIndex]) - Y * sin(gRotations[TmpQuadIndex]) + inVertex.z;
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FinalPos.y = X * sin(gRotations[TmpQuadIndex]) + Y * cos(gRotations[TmpQuadIndex]) + inVertex.w;
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}
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FinalPos.x = FinalPos.x / 1024.0 + gOffsets[TmpQuadIndex].x;
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FinalPos.y = FinalPos.y / 1024.0 + gOffsets[TmpQuadIndex].y;
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gl_Position = vec4(gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
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QuadColor = inColor;
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QuadIndex = TmpQuadIndex;
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#ifdef TW_QUAD_TEXTURED
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TexCoord = inVertexTexCoord;
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#endif
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}
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