Files
Destrum/destrum/assets_src/shaders/shape2d.vert
T

42 lines
1.1 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : require
#include "shape2d.glsl"
layout (location = 0) out vec2 outLocalPos;
layout (location = 1) out vec2 outQuadPos;
layout (location = 2) flat out uint outShapeIndex;
const float EDGE_MARGIN = 1.0;
const vec2 QUAD_CORNERS[6] = vec2[](
vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
vec2(-1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0)
);
vec2 rotate(vec2 position, float angle)
{
float cosAngle = cos(angle);
float sinAngle = sin(angle);
return vec2(
position.x * cosAngle - position.y * sinAngle,
position.x * sinAngle + position.y * cosAngle
);
}
void main()
{
Shape2D shape = pcs.shapeBuffer.shapes[gl_InstanceIndex];
vec2 corner = QUAD_CORNERS[gl_VertexIndex];
vec2 localPosition = corner * (shape.halfSize + EDGE_MARGIN);
vec2 screenPosition = shape.center + rotate(localPosition, shape.rotation);
gl_Position = pcs.projection * vec4(screenPosition, 0.0, 1.0);
outLocalPos = localPosition;
outQuadPos = localPosition / max(shape.halfSize, vec2(1e-6)) * 0.5 + 0.5;
outShapeIndex = gl_InstanceIndex;
}