veloren/assets/voxygen/shaders/ui-vert.glsl
2021-06-02 23:59:50 -04:00

65 lines
2.3 KiB
GLSL

#version 420 core
#include <globals.glsl>
layout(location = 0) in vec2 v_pos;
layout(location = 1) in vec2 v_uv;
layout(location = 2) in vec4 v_color;
layout(location = 3) in vec2 v_center;
layout(location = 4) in uint v_mode;
layout (std140, set = 1, binding = 0)
uniform u_locals {
vec4 w_pos;
};
layout(set = 2, binding = 0)
uniform texture2D t_tex;
layout(set = 2, binding = 1)
uniform sampler s_tex;
layout(location = 0) out vec2 f_uv;
layout(location = 1) out vec4 f_color;
layout(location = 2) flat out uint f_mode;
void main() {
f_color = v_color;
// vec2 v_pos = vec2(-1.0,1.0) * v_pos;
/* f_uv = vec2(1.0,1.0) * v_uv; */
// vec2 v_uv = vec2(1.0,-1.0) * v_uv;
if (w_pos.w == 1.0) {
f_uv = v_uv;
// Fixed scale In-game element
vec4 projected_pos = /*proj_mat * view_mat*/all_mat * vec4(w_pos.xyz - focus_off.xyz, 1.0);
gl_Position = vec4(projected_pos.xy / projected_pos.w + v_pos/* * projected_pos.w*/, 0.5, /*projected_pos.w*/1.0);
} else if (v_mode == uint(3)) {
// HACK: North facing source rectangle.
gl_Position = vec4(v_pos, 0.5, 1.0);
vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
// TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3).
vec2 aspect_ratio = textureSize(sampler2D(t_tex, s_tex), 0).yx;
mat2 look_at = mat2(look_at_dir.y, look_at_dir.x, -look_at_dir.x, look_at_dir.y);
vec2 v_centered = (v_uv - v_center) / aspect_ratio;
vec2 v_rotated = look_at * v_centered;
f_uv = aspect_ratio * v_rotated + v_center;
} else if (v_mode == uint(5)) {
// HACK: North facing target rectangle.
f_uv = v_uv;
vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
// TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3).
vec2 aspect_ratio = screen_res.yx;
mat2 look_at = mat2(look_at_dir.y, -look_at_dir.x, look_at_dir.x, look_at_dir.y);
vec2 v_centered = (v_pos - v_center) / aspect_ratio;
vec2 v_rotated = look_at * v_centered;
gl_Position = vec4(aspect_ratio * v_rotated + v_center, 0.5, 1.0);
} else {
// Interface element
f_uv = v_uv;
gl_Position = vec4(v_pos, 0.5, 1.0);
}
f_mode = v_mode;
}