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45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
layout (location = 0) in vec2 inVertex;
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#ifdef TW_TILE_TEXTURED
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layout (location = 1) in vec3 inVertexTexCoord;
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#endif
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uniform mat4x2 gPos;
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#if defined(TW_TILE_BORDER) || defined(TW_TILE_BORDER_LINE)
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uniform vec2 gDir;
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uniform vec2 gOffset;
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#endif
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#if defined(TW_TILE_BORDER)
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uniform int gJumpIndex;
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#endif
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#ifdef TW_TILE_TEXTURED
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noperspective out vec3 TexCoord;
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#endif
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void main()
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{
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#if defined(TW_TILE_BORDER)
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vec4 VertPos = vec4(inVertex, 0.0, 1.0);
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int XCount = gl_InstanceID - (int(gl_InstanceID/gJumpIndex) * gJumpIndex);
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int YCount = (int(gl_InstanceID/gJumpIndex));
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VertPos.x += gOffset.x + gDir.x * float(XCount);
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VertPos.y += gOffset.y + gDir.y * float(YCount);
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gl_Position = vec4(gPos * VertPos, 0.0, 1.0);
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#elif defined(TW_TILE_BORDER_LINE)
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vec4 VertPos = vec4(inVertex.x + gOffset.x, inVertex.y + gOffset.y, 0.0, 1.0);
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VertPos.x += gDir.x * float(gl_InstanceID);
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VertPos.y += gDir.y * float(gl_InstanceID);
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gl_Position = vec4(gPos * VertPos, 0.0, 1.0);
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#else
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gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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#endif
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#ifdef TW_TILE_TEXTURED
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TexCoord = inVertexTexCoord;
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#endif
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}
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