35 lines
907 B
GLSL
35 lines
907 B
GLSL
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/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view,
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* and scales the shape according to per-instance attributes
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* Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
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uniform mat4 ViewProjectionMatrix;
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uniform vec3 screen_vecs[2];
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/* ---- Instanciated Attribs ---- */
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in vec2 pos;
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/* ---- Per instance Attribs ---- */
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in mat3x4 ScaleTranslationMatrix;
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in float radius;
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in vec3 color;
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flat out vec4 finalColor;
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void main()
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{
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mat3 Scamat = mat3(ScaleTranslationMatrix);
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vec4 world_pos = vec4(
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ScaleTranslationMatrix[0][3],
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ScaleTranslationMatrix[1][3],
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ScaleTranslationMatrix[2][3],
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1.0);
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vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
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world_pos.xyz += Scamat * (screen_pos * radius);
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gl_Position = ViewProjectionMatrix * world_pos;
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finalColor = vec4(color, 1.0);
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}
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