[RELEASE] u22-v03
This version is submitted to U22 breau.
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52
core/loshader/bullet.vshader
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52
core/loshader/bullet.vshader
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layout (location = 0) in float i_bullet_id;
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layout (location = 1) in vec2 i_pos;
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layout (location = 2) in vec2 i_size;
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layout (location = 3) in float i_theta;
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layout (location = 4) in float i_time;
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layout (location = 5) in vec4 i_color;
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out vec2 v_aa;
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out float v_bullet_id;
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out vec2 v_uv;
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out vec2 v_size;
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out float v_time;
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out vec4 v_color;
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mat2 rot(in float theta) {
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float c = cos(theta);
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float s = sin(theta);
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return mat2(c, -s, s, c);
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}
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vec2 square(void) {
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const vec2[] verts = vec2[](
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vec2(-1., 1.), vec2(-1., -1.), vec2( 1., -1.),
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vec2(-1., 1.), vec2( 1., -1.), vec2( 1., 1.)
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);
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return gl_VertexID < verts.length()? verts[gl_VertexID]: vec2(0.);
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}
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vec2 triangle(void) {
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const vec2[] verts = vec2[](
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vec2(-1., 1.), vec2(-1., -1.), vec2( 1., 0.)
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);
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return gl_VertexID < verts.length()? verts[gl_VertexID]: vec2(0.);
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}
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void main(void) {
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v_bullet_id = i_bullet_id;
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v_time = i_time;
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v_color = i_color;
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v_aa = uni.aa / (uni.proj * uni.cam * vec4(i_size, 0., 0.)).xy;
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v_uv =
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i_bullet_id == 0.? square():
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i_bullet_id == 1.? square():
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i_bullet_id == 2.? triangle():
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vec2(0.);
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v_size = i_size;
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gl_Position = uni.proj * uni.cam *
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vec4(rot(-i_theta)*(v_uv*i_size) + i_pos, 0., 1.);
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}
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