ddnet/data/shader/bordertiletex.vert
2017-11-09 11:31:13 +01:00

33 lines
935 B
GLSL

#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in ivec2 inVertexTexRightOrBottom;
uniform mat4x2 Pos;
uniform float LOD;
uniform vec2 Offset;
uniform vec2 Dir;
uniform int JumpIndex;
noperspective out vec2 texCoord;
flat out float fragLOD;
void main()
{
vec4 VertPos = vec4(inVertex, 0.0, 1.0);
int XCount = gl_InstanceID - (int(gl_InstanceID/JumpIndex) * JumpIndex);
int YCount = (int(gl_InstanceID/JumpIndex));
VertPos.x += Offset.x + Dir.x * XCount;
VertPos.y += Offset.y + Dir.y * YCount;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
fragLOD = LOD;
}