63c9e3ec8b
[skip ci]
43 lines
1.3 KiB
GLSL
43 lines
1.3 KiB
GLSL
#version 130
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uniform vec2 textureSize0;
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uniform vec2 textureSize1;
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uniform vec2 textureSize2;
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uniform vec2 textureSize3;
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uniform vec2 screenSize;
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uniform mat3 vertexTransform;
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uniform bool vertexRounding;
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in vec2 vertexPosition;
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in vec4 vertexColor;
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in vec2 vertexTextureCoordinate;
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in int vertexData;
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out vec2 fragmentTextureCoordinate;
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flat out int fragmentTextureIndex;
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out vec4 fragmentColor;
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void main() {
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vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
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gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
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if (vertexRounding) {
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if (((vertexData >> 3) & 0x1) == 1)
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screenPosition.x = round(screenPosition.x);
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if (((vertexData >> 4) & 0x1) == 1)
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screenPosition.y = round(screenPosition.y);
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}
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int vertexTextureIndex = vertexData & 0x3;
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if (vertexTextureIndex == 3)
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
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else if (vertexTextureIndex == 2)
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
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else if (vertexTextureIndex == 1)
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
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else
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
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fragmentTextureIndex = vertexTextureIndex;
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fragmentColor = vertexColor;
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} |