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cc54c4acdf
on every hardware
32 lines
934 B
GLSL
32 lines
934 B
GLSL
#version 330
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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 ivec2 inVertexTexRightOrBottom;
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uniform mat4x2 Pos;
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uniform float LOD;
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uniform vec2 Offset;
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uniform vec2 Dir;
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uniform int JumpIndex;
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noperspective out vec2 texCoord;
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flat out float fragLOD;
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void main()
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{
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vec4 VertPos = vec4(inVertex, 0.0, 1.0);
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int XCount = gl_InstanceID - (int(gl_InstanceID/JumpIndex) * JumpIndex);
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int YCount = (int(gl_InstanceID/JumpIndex));
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VertPos.x += Offset.x + Dir.x * XCount;
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VertPos.y += Offset.y + Dir.y * YCount;
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.5/(1024.0 * pow(0.5, LOD)));
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float F2 = (0.5/(1024.0 * pow(0.5, LOD)));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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} |