mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-14 03:58:18 +00:00
37 lines
899 B
GLSL
37 lines
899 B
GLSL
#version 330
|
|
|
|
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;
|
|
}
|