ddnet/data/shader/spritemulti.vert

35 lines
902 B
GLSL

layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 gPos;
uniform vec4 gRSP[228];
uniform vec2 gCenter;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(gRSP[gl_InstanceID].w != 0.0)
{
float X = FinalPos.x - gCenter.x;
float Y = FinalPos.y - gCenter.y;
FinalPos.x = X * cos(gRSP[gl_InstanceID].w) - Y * sin(gRSP[gl_InstanceID].w) + gCenter.x;
FinalPos.y = X * sin(gRSP[gl_InstanceID].w) + Y * cos(gRSP[gl_InstanceID].w) + gCenter.y;
}
FinalPos.x *= gRSP[gl_InstanceID].z;
FinalPos.y *= gRSP[gl_InstanceID].z;
FinalPos.x += gRSP[gl_InstanceID].x;
FinalPos.y += gRSP[gl_InstanceID].y;
gl_Position = vec4(gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}