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LEFTONE/core/loshader/menu_stance.vshader

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layout (location = 0) in float i_id;
layout (location = 1) in vec2 i_pos;
layout (location = 2) in vec2 i_size;
layout (location = 3) in float i_alpha;
layout (location = 4) in float i_highlight;
out float v_id;
out vec2 v_uv;
out float v_alpha;
const vec2[] frame_ = vec2[](
vec2( 0.0, 1.0), vec2(-1.0, 0.0), vec2( 0.0, 0.9),
vec2( 0.0, 0.9), vec2(-1.0, 0.0), vec2(-0.9, 0.0),
vec2(-1.0, 0.0), vec2( 0.0, -1.0), vec2(-0.9, 0.0),
vec2(-0.9, 0.0), vec2( 0.0, -1.0), vec2( 0.0, -0.9),
vec2( 0.9, 0.0), vec2( 0.0, -0.9), vec2( 0.0, -1.0),
vec2( 1.0, 0.0), vec2( 0.9, 0.0), vec2( 0.0, -1.0),
vec2( 0.0, 1.0), vec2( 0.9, 0.0), vec2( 1.0, 0.0),
vec2( 0.0, 1.0), vec2( 0.0, 0.9), vec2( 0.9, 0.0)
);
vec2 empty(in int id) {
const vec2[] verts = vec2[](
vec2( 0., 1.), vec2(-1., 0.), vec2( 0., -1.),
vec2( 0., 1.), vec2( 1., 0.), vec2( 0., -1.)
);
return id < verts.length()? verts[id]: vec2(0.);
}
vec2 missionary(in int id) {
const vec2[] verts = vec2[](
vec2(-0.12, 0.52), vec2(-0.52, 0.24), vec2( 0.04, 0.40),
vec2(-0.52, 0.24), vec2( 0.00, 0.00), vec2( 0.00, 0.12),
vec2(-0.60, 0.08), vec2(-0.68, 0.00), vec2(-0.04, -0.36),
vec2(-0.72, 0.00), vec2(-0.08, -0.52), vec2( 0.00, -0.40),
vec2(-0.76, -0.04), vec2(-0.60, -0.36), vec2(-0.12, -0.56),
vec2(-0.60, -0.40), vec2(-0.04, -0.96), vec2(-0.12, -0.60)
);
return
id < verts.length() ? verts[id]:
id < verts.length()*2? verts[id-verts.length()]*vec2(-1., 1.):
vec2(0.);
}
vec2 revolutioner(in int id) {
const vec2[] verts = vec2[](
vec2(-0.52, 0.24), vec2(-0.60, 0.20), vec2( 0.00, -0.80),
vec2( 0.00, 0.36), vec2(-0.48, 0.08), vec2(-0.24, -0.16),
vec2( 0.08, 0.64), vec2(-0.16, 0.40), vec2( 0.44, 0.36),
vec2( 0.04, 0.24), vec2(-0.16, -0.12), vec2( 0.56, 0.28)
);
return id < verts.length()? verts[id]: vec2(0.);
}
vec2 unfinisher(in int id) {
const vec2[] verts = vec2[](
vec2( 0.00, 1.00), vec2(-0.08, 0.20), vec2( 0.08, 0.20),
vec2(-0.08, 0.20), vec2(-0.40, 0.00), vec2(-0.40, -0.40),
vec2(-0.40, -0.40), vec2( 0.00, -0.60), vec2( 0.40, -0.40),
vec2( 0.08, 0.20), vec2( 0.40, 0.00), vec2( 0.40, -0.40)
);
return id < verts.length()? verts[id]: vec2(0.);
}
vec2 philosopher(in int id) {
const vec2[] verts = vec2[](
vec2( 0.117, -0.367), vec2( 0.000, -0.750), vec2( 0.300, -0.533),
vec2( 0.117, 0.050), vec2(-0.083, -0.117), vec2( 0.367, -0.517),
vec2(-0.050, 0.283), vec2(-0.133, -0.117), vec2( 0.117, 0.083),
vec2( 0.500, 0.500), vec2(-0.050, 0.333), vec2( 0.150, 0.133),
vec2( 0.250, 0.917), vec2(-0.233, 0.317), vec2( 0.500, 0.533),
vec2( 0.217, 0.917), vec2(-0.300, 0.817), vec2(-0.283, 0.333),
vec2(-0.333, 0.783), vec2(-0.500, 0.567), vec2(-0.333, 0.333)
);
return id < verts.length()? verts[id]*vec2(1.1, .9)+vec2(0, -.1): vec2(0.);
}
vec2 get_vertex(in int id) {
return
i_id == 1.? missionary(id):
i_id == 2.? revolutioner(id):
i_id == 3.? unfinisher(id):
i_id == 4.? philosopher(id):
empty(id);
}
void main(void) {
v_uv = gl_VertexID < frame_.length()?
frame_[gl_VertexID]: get_vertex(gl_VertexID - frame_.length())*.8;
v_id = i_id;
v_alpha = i_alpha;
float s = i_highlight*.2 + 1.;
gl_Position = vec4(v_uv*i_size*s + i_pos, 0., 1.);
}