30 lines
790 B
GLSL
30 lines
790 B
GLSL
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uniform mat4 ViewProjectionMatrix;
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uniform vec3 screenVecs[3];
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/* ---- Instantiated Attribs ---- */
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in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
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in vec2 screenPos;
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/* ---- Per instance Attribs ---- */
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in vec3 color;
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in float size;
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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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float draw_size = 4.0 * size;
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vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
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vec3 loc = InstanceModelMatrix[3].xyz;
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vec3 wpos = loc + chosen_axis * fract(axis) * draw_size;
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vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
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/* Scale uniformly by axis length */
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spos *= length(chosen_axis) * draw_size;
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gl_Position = ViewProjectionMatrix * vec4(wpos + spos, 1.0);
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finalColor = vec4(color, 1.0);
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}
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