ddnet/data/shader/sprite.vert
2020-08-29 12:10:53 +02:00

29 lines
673 B
GLSL

layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 Pos;
uniform float Rotation;
uniform vec2 Center;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(Rotation != 0.0)
{
float X = FinalPos.x - Center.x;
float Y = FinalPos.y - Center.y;
FinalPos.x = X * cos(Rotation) - Y * sin(Rotation) + Center.x;
FinalPos.y = X * sin(Rotation) + Y * cos(Rotation) + Center.y;
}
gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}