44 lines
1.0 KiB
GLSL
44 lines
1.0 KiB
GLSL
layout (location = 1) uniform float u_alpha;
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layout (location = 0) in vec2 i_pos;
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layout (location = 1) in vec2 i_size;
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layout (location = 2) in vec2 i_uv_pos;
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layout (location = 3) in vec2 i_uv_size;
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layout (location = 4) in vec4 i_color;
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out vec2 v_dp;
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out vec2 v_uv;
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out vec4 v_color;
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const float RANDOM_POS = .1;
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float rand(in vec2 p) {
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/* https://qiita.com/shimacpyon/items/d15dee44a0b8b3883f76 */
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return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main(void) {
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const vec2[] verts = vec2[](
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vec2( 0., 0.), vec2( 0., -1.), vec2( 1., -1.),
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vec2( 0., 0.), vec2( 1., -1.), vec2( 1., 0.)
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);
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vec2 seed = i_pos + float(gl_InstanceID);
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vec2 rpos = 1.-vec2(rand(seed.xy), rand(seed.yx))*2.;
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rpos.x /= 8.;
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rpos.y = -abs(rpos.y);
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float t = pow(1.-u_alpha, 4.);
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rpos *= t*RANDOM_POS;
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vec2 p = gl_VertexID < verts.length()? verts[gl_VertexID]: vec2(0.);
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vec2 dp = p*i_size + i_pos+rpos;
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gl_Position = vec4(dp, 0, 1);
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v_dp = dp;
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v_uv = p*i_uv_size + i_uv_pos;
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v_color = i_color;
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}
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