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34 lines
973 B
GLSL
34 lines
973 B
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) mat4x2 gPos;
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#ifndef TW_ROTATIONLESS
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layout(offset = 32) vec2 gCenter;
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layout(offset = 40) float gRotation;
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#endif
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} gPosBO;
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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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#ifndef TW_ROTATIONLESS
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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(gPosBO.gRotation) - Y * sin(gPosBO.gRotation) + gPosBO.gCenter.x;
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FinalPos.y = X * sin(gPosBO.gRotation) + Y * cos(gPosBO.gRotation) + gPosBO.gCenter.y;
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#endif
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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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