mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-15 20:48:19 +00:00
34 lines
973 B
GLSL
34 lines
973 B
GLSL
#version 450
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
layout (location = 0) in vec2 inVertex;
|
|
layout (location = 1) in vec2 inVertexTexCoord;
|
|
layout (location = 2) in vec4 inVertexColor;
|
|
|
|
layout(push_constant) uniform SPosBO {
|
|
layout(offset = 0) mat4x2 gPos;
|
|
#ifndef TW_ROTATIONLESS
|
|
layout(offset = 32) vec2 gCenter;
|
|
layout(offset = 40) float gRotation;
|
|
#endif
|
|
} gPosBO;
|
|
|
|
layout (location = 0) noperspective out vec2 texCoord;
|
|
layout (location = 1) noperspective out vec4 vertColor;
|
|
|
|
void main()
|
|
{
|
|
vec2 FinalPos = vec2(inVertex.xy);
|
|
#ifndef TW_ROTATIONLESS
|
|
float X = FinalPos.x - gPosBO.gCenter.x;
|
|
float Y = FinalPos.y - gPosBO.gCenter.y;
|
|
|
|
FinalPos.x = X * cos(gPosBO.gRotation) - Y * sin(gPosBO.gRotation) + gPosBO.gCenter.x;
|
|
FinalPos.y = X * sin(gPosBO.gRotation) + Y * cos(gPosBO.gRotation) + gPosBO.gCenter.y;
|
|
#endif
|
|
|
|
gl_Position = vec4(gPosBO.gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
|
|
texCoord = inVertexTexCoord;
|
|
vertColor = inVertexColor;
|
|
}
|