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LEFTONE/core/loshader/bullet.vshader

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layout (location = 0) in float i_bullet_id;
layout (location = 1) in vec2 i_pos;
layout (location = 2) in vec2 i_size;
layout (location = 3) in float i_theta;
layout (location = 4) in float i_time;
layout (location = 5) in vec4 i_color;
out vec2 v_aa;
out float v_bullet_id;
out vec2 v_uv;
out vec2 v_size;
out float v_time;
out vec4 v_color;
mat2 rot(in float theta) {
float c = cos(theta);
float s = sin(theta);
return mat2(c, -s, s, c);
}
vec2 square(void) {
const vec2[] verts = vec2[](
vec2(-1., 1.), vec2(-1., -1.), vec2( 1., -1.),
vec2(-1., 1.), vec2( 1., -1.), vec2( 1., 1.)
);
return gl_VertexID < verts.length()? verts[gl_VertexID]: vec2(0.);
}
vec2 triangle(void) {
const vec2[] verts = vec2[](
vec2(-1., 1.), vec2(-1., -1.), vec2( 1., 0.)
);
return gl_VertexID < verts.length()? verts[gl_VertexID]: vec2(0.);
}
void main(void) {
v_bullet_id = i_bullet_id;
v_time = i_time;
v_color = i_color;
v_aa = uni.aa / (uni.proj * uni.cam * vec4(i_size, 0., 0.)).xy;
v_uv =
i_bullet_id == 0.? square():
i_bullet_id == 1.? square():
i_bullet_id == 2.? triangle():
vec2(0.);
v_size = i_size;
gl_Position = uni.proj * uni.cam *
vec4(rot(-i_theta)*(v_uv*i_size) + i_pos, 0., 1.);
}