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3eab3f5eb7
Emergency-revert for 14.5.1 release, too many problems
37 lines
899 B
GLSL
37 lines
899 B
GLSL
#version 330
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layout (location = 0) in vec2 inVertex;
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layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in vec4 inVertexColor;
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uniform mat4x2 Pos;
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uniform vec4 RSP[228];
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uniform vec2 Center;
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noperspective out vec2 texCoord;
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noperspective out vec4 vertColor;
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void main()
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{
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vec2 FinalPos = vec2(inVertex.xy);
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if(RSP[gl_InstanceID].w != 0.0)
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{
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float X = FinalPos.x - Center.x;
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float Y = FinalPos.y - Center.y;
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FinalPos.x = X * cos(RSP[gl_InstanceID].w) - Y * sin(RSP[gl_InstanceID].w) + Center.x;
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FinalPos.y = X * sin(RSP[gl_InstanceID].w) + Y * cos(RSP[gl_InstanceID].w) + Center.y;
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}
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FinalPos.x *= RSP[gl_InstanceID].z;
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FinalPos.y *= RSP[gl_InstanceID].z;
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FinalPos.x += RSP[gl_InstanceID].x;
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FinalPos.y += RSP[gl_InstanceID].y;
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gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
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texCoord = inVertexTexCoord;
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vertColor = inVertexColor;
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}
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