41 lines
1.4 KiB
GLSL
41 lines
1.4 KiB
GLSL
#version 110
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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 vec2 lightMapSize;
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uniform vec2 lightMapScale;
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uniform vec2 lightMapOffset;
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attribute vec2 vertexPosition;
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attribute vec2 vertexTextureCoordinate;
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attribute float vertexTextureIndex;
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attribute vec4 vertexColor;
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attribute float vertexParam1;
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varying vec2 fragmentTextureCoordinate;
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varying float fragmentTextureIndex;
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varying vec4 fragmentColor;
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varying float fragmentLightMapMultiplier;
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varying vec2 fragmentLightMapCoordinate;
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void main() {
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vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
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fragmentLightMapMultiplier = vertexParam1;
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fragmentLightMapCoordinate = (screenPosition / lightMapScale) - lightMapOffset * lightMapSize / screenSize;
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if (vertexTextureIndex > 2.9) {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
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} else if (vertexTextureIndex > 1.9) {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
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} else if (vertexTextureIndex > 0.9) {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
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} else {
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
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}
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fragmentTextureIndex = vertexTextureIndex;
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fragmentColor = vertexColor;
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gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
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} |