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34 lines
877 B
GLSL
34 lines
877 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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#ifdef TW_TILE_TEXTURED
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layout (location = 1) in uvec4 inVertexTexCoord;
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#endif
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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 gOffset;
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layout(offset = 40) uniform vec2 gScale;
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} gPosBO;
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#ifdef TW_TILE_TEXTURED
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layout (location = 0) noperspective out vec3 TexCoord;
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#endif
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void main()
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{
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// scale then position vertex
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vec2 VertexPos = (inVertex * gPosBO.gScale) + gPosBO.gOffset;
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gl_Position = vec4(gPosBO.gPos * vec4(VertexPos, 0.0, 1.0), 0.0, 1.0);
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#ifdef TW_TILE_TEXTURED
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// scale the texture coordinates too
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vec2 TexScale = gPosBO.gScale;
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if (inVertexTexCoord.w > 0)
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TexScale = gPosBO.gScale.yx;
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TexCoord = vec3(vec2(inVertexTexCoord.xy) * TexScale, float(inVertexTexCoord.z));
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#endif
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}
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