Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
58 lines
1.1 KiB
GLSL
58 lines
1.1 KiB
GLSL
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uniform mat4 ViewProjectionMatrix;
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#ifdef USE_WORLD_CLIP_PLANES
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uniform mat4 ModelMatrix;
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#endif
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/* ---- Instantiated Attrs ---- */
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in float pos;
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/* ---- Per instance Attrs ---- */
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in vec3 color;
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in vec4 corners[2]; /* trouble fetching vec2 */
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in float depth;
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in vec4 tria;
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in mat4 InstanceModelMatrix;
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flat out vec4 finalColor;
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void main()
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{
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vec3 pPos;
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if (pos == 1.0) {
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pPos = vec3(corners[0].xy, depth);
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}
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else if (pos == 2.0) {
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pPos = vec3(corners[0].zw, depth);
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}
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else if (pos == 3.0) {
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pPos = vec3(corners[1].xy, depth);
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}
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else if (pos == 4.0) {
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pPos = vec3(corners[1].zw, depth);
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}
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else if (pos == 5.0) {
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pPos = vec3(tria.xy, depth);
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}
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else if (pos == 6.0) {
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vec2 ofs = tria.xy - corners[0].xy;
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ofs.x = -ofs.x;
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pPos = vec3(corners[1].zw + ofs, depth);
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}
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else if (pos == 7.0) {
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pPos = vec3(tria.zw, depth);
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}
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else {
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pPos = vec3(0.0);
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}
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gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pPos, 1.0);
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finalColor = vec4(color, 1.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * InstanceModelMatrix * vec4(pPos, 1.0)).xyz);
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#endif
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}
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