mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-14 12:08:20 +00:00
34 lines
877 B
GLSL
34 lines
877 B
GLSL
#version 450
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
layout (location = 0) in vec2 inVertex;
|
|
#ifdef TW_TILE_TEXTURED
|
|
layout (location = 1) in uvec4 inVertexTexCoord;
|
|
#endif
|
|
|
|
layout(push_constant) uniform SPosBO {
|
|
layout(offset = 0) uniform mat4x2 gPos;
|
|
|
|
layout(offset = 32) uniform vec2 gOffset;
|
|
layout(offset = 40) uniform vec2 gScale;
|
|
} gPosBO;
|
|
|
|
#ifdef TW_TILE_TEXTURED
|
|
layout (location = 0) noperspective out vec3 TexCoord;
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
// scale then position vertex
|
|
vec2 VertexPos = (inVertex * gPosBO.gScale) + gPosBO.gOffset;
|
|
gl_Position = vec4(gPosBO.gPos * vec4(VertexPos, 0.0, 1.0), 0.0, 1.0);
|
|
|
|
#ifdef TW_TILE_TEXTURED
|
|
// scale the texture coordinates too
|
|
vec2 TexScale = gPosBO.gScale;
|
|
if (inVertexTexCoord.w > 0)
|
|
TexScale = gPosBO.gScale.yx;
|
|
TexCoord = vec3(vec2(inVertexTexCoord.xy) * TexScale, float(inVertexTexCoord.z));
|
|
#endif
|
|
}
|