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72 lines
2.5 KiB
GLSL
72 lines
2.5 KiB
GLSL
#version 420 core
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#include <globals.glsl>
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layout(location = 0) in vec2 v_pos;
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layout(location = 1) in vec2 v_uv;
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layout(location = 2) in vec4 v_color;
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layout(location = 3) in vec2 v_center;
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layout(location = 4) in vec2 v_scale;
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layout(location = 5) in uint v_mode;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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vec4 w_pos;
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};
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layout(set = 2, binding = 0)
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uniform texture2D t_tex;
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layout(set = 2, binding = 1)
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uniform sampler s_tex;
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layout (std140, set = 2, binding = 2)
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uniform tex_locals {
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uvec2 texture_size;
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};
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layout(location = 0) out vec2 f_uv;
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layout(location = 1) out vec4 f_color;
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layout(location = 2) flat out vec2 f_scale;
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layout(location = 3) flat out uint f_mode;
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void main() {
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f_color = v_color;
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// vec2 v_pos = vec2(-1.0,1.0) * v_pos;
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/* f_uv = vec2(1.0,1.0) * v_uv; */
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// vec2 v_uv = vec2(1.0,-1.0) * v_uv;
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if (w_pos.w == 1.0) {
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f_uv = v_uv;
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// Fixed scale In-game element
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vec4 projected_pos = /*proj_mat * view_mat*/all_mat * vec4(w_pos.xyz - focus_off.xyz, 1.0);
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gl_Position = vec4(projected_pos.xy / projected_pos.w + v_pos/* * projected_pos.w*/, 0.5, /*projected_pos.w*/1.0);
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} else if (v_mode == uint(3)) {
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// HACK: North facing source rectangle.
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gl_Position = vec4(v_pos, 0.5, 1.0);
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vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
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// TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3).
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vec2 aspect_ratio = texture_size.yx;
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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_centered = (v_uv - v_center) / aspect_ratio;
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vec2 v_rotated = look_at * v_centered;
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f_uv = aspect_ratio * v_rotated + v_center;
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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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vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2]));
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// TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3).
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vec2 aspect_ratio = screen_res.yx;
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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_centered = (v_pos - v_center) / aspect_ratio;
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vec2 v_rotated = look_at * v_centered;
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gl_Position = vec4(aspect_ratio * v_rotated + v_center, 0.5, 1.0);
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} else {
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// Interface element
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f_uv = v_uv;
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gl_Position = vec4(v_pos, 0.5, 1.0);
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}
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f_scale = v_scale;
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f_mode = v_mode;
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}
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