osb/assets/opensb/rendering/effects/interface.vert
Kae 563d95b9e6 remove redundant vertexRounding uniform from interface shader
interface is always drawn without super-sampling anyway
2024-06-26 13:03:30 +10:00

35 lines
1.0 KiB
GLSL

#version 130
uniform vec2 textureSize0;
uniform vec2 textureSize1;
uniform vec2 textureSize2;
uniform vec2 textureSize3;
uniform vec2 screenSize;
uniform mat3 vertexTransform;
in vec2 vertexPosition;
in vec4 vertexColor;
in vec2 vertexTextureCoordinate;
in int vertexData;
out vec2 fragmentTextureCoordinate;
flat out int fragmentTextureIndex;
out vec4 fragmentColor;
void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
int vertexTextureIndex = vertexData & 0x3;
if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
else if (vertexTextureIndex == 2)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
else if (vertexTextureIndex == 1)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
else
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
}