mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 01:58:19 +00:00
31 lines
854 B
GLSL
31 lines
854 B
GLSL
#version 330
|
|
|
|
layout (location = 0) in vec2 inVertex;
|
|
layout (location = 1) in vec2 inVertexTexCoord;
|
|
layout (location = 2) in ivec2 inVertexTexRightOrBottom;
|
|
|
|
uniform mat4x2 Pos;
|
|
uniform float TexelOffset;
|
|
|
|
uniform vec2 Offset;
|
|
uniform vec2 Dir;
|
|
uniform int JumpIndex;
|
|
|
|
noperspective out vec2 texCoord;
|
|
|
|
void main()
|
|
{
|
|
vec4 VertPos = vec4(inVertex, 0.0, 1.0);
|
|
int XCount = gl_InstanceID - (int(gl_InstanceID/JumpIndex) * JumpIndex);
|
|
int YCount = (int(gl_InstanceID/JumpIndex));
|
|
VertPos.x += Offset.x + Dir.x * XCount;
|
|
VertPos.y += Offset.y + Dir.y * YCount;
|
|
|
|
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
|
|
|
|
float tx = (inVertexTexCoord.x/(16.0));
|
|
float ty = (inVertexTexCoord.y/(16.0));
|
|
|
|
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
|
|
}
|