2019-01-30 12:11:34 +00:00
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#version 330 core
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2019-05-14 06:43:07 +00:00
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#include <globals.glsl>
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2019-02-23 02:41:52 +00:00
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in vec2 v_pos;
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2019-01-30 12:11:34 +00:00
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in vec2 v_uv;
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2020-02-06 17:34:32 +00:00
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in vec2 v_center;
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2019-02-23 02:41:52 +00:00
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in vec4 v_color;
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in uint v_mode;
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2019-01-30 12:11:34 +00:00
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2019-05-14 06:43:07 +00:00
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layout (std140)
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uniform u_locals {
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vec4 w_pos;
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};
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2019-01-30 12:11:34 +00:00
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uniform sampler2D u_tex;
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out vec2 f_uv;
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2019-02-23 02:41:52 +00:00
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flat out uint f_mode;
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out vec4 f_color;
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2019-01-30 12:11:34 +00:00
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void main() {
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2019-05-02 22:42:04 +00:00
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f_color = v_color;
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2019-05-14 06:43:07 +00:00
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if (w_pos.w == 1.0) {
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2020-02-06 17:34:32 +00:00
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f_uv = v_uv;
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2020-01-10 00:33:38 +00:00
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// Fixed scale In-game element
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vec4 projected_pos = proj_mat * view_mat * vec4(w_pos.xyz, 1.0);
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gl_Position = vec4(projected_pos.xy / projected_pos.w + v_pos, 0.0, 1.0);
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2020-02-06 17:34:32 +00:00
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} else if (v_mode == uint(3)) {
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// HACK: North facing source rectangle.
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vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
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mat2 look_at = mat2(look_at_dir.y, look_at_dir.x, -look_at_dir.x, look_at_dir.y);
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f_uv = v_center + look_at * (v_uv - v_center);
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gl_Position = vec4(v_pos, 0.0, 1.0);
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} else if (v_mode == uint(5)) {
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// HACK: North facing target rectangle.
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f_uv = v_uv;
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float aspect_ratio = screen_res.x / screen_res.y;
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vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
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mat2 look_at = mat2(look_at_dir.y, -look_at_dir.x, look_at_dir.x, look_at_dir.y);
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vec2 v_len = v_pos - v_center;
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vec2 v_proj = look_at * vec2(v_len.x, v_len.y / aspect_ratio);
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gl_Position = vec4(v_center + vec2(v_proj.x, v_proj.y * aspect_ratio), 0.0, 1.0);
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2019-05-14 06:43:07 +00:00
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} else {
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// Interface element
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2020-02-06 17:34:32 +00:00
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f_uv = v_uv;
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2019-05-14 06:43:07 +00:00
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gl_Position = vec4(v_pos, 0.0, 1.0);
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}
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2019-05-02 22:42:04 +00:00
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f_mode = v_mode;
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2019-01-30 12:11:34 +00:00
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}
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