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51 lines
1.4 KiB
GLSL
51 lines
1.4 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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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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layout(push_constant) uniform SPosBO {
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layout(offset = 0) uniform mat4x2 gPos;
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layout(offset = 32) uniform vec2 gCenter;
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#ifdef TW_PUSH_CONST
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layout(offset = 48) uniform vec4 gRSP[1];
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#endif
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} gPosBO;
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#ifndef TW_PUSH_CONST
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layout (std140, set = 1, binding = 1) uniform SRSPBO {
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vec4 gRSP[512];
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} gRSPBO;
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#define RSPIndex gl_InstanceIndex
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#else
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#define gRSPBO gPosBO
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#define RSPIndex 0
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#endif
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layout (location = 0) noperspective out vec2 texCoord;
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layout (location = 1) 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(gRSPBO.gRSP[RSPIndex].w != 0.0)
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{
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float X = FinalPos.x - gPosBO.gCenter.x;
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float Y = FinalPos.y - gPosBO.gCenter.y;
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FinalPos.x = X * cos(gRSPBO.gRSP[RSPIndex].w) - Y * sin(gRSPBO.gRSP[RSPIndex].w) + gPosBO.gCenter.x;
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FinalPos.y = X * sin(gRSPBO.gRSP[RSPIndex].w) + Y * cos(gRSPBO.gRSP[RSPIndex].w) + gPosBO.gCenter.y;
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}
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FinalPos.x *= gRSPBO.gRSP[RSPIndex].z;
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FinalPos.y *= gRSPBO.gRSP[RSPIndex].z;
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FinalPos.x += gRSPBO.gRSP[RSPIndex].x;
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FinalPos.y += gRSPBO.gRSP[RSPIndex].y;
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gl_Position = vec4(gPosBO.gPos * 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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