mirror of
https://github.com/space-wizards/RobustToolbox.git
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37 lines
914 B
GLSL
37 lines
914 B
GLSL
// Vertex position.
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/*layout (location = 0)*/ attribute vec2 aPos;
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// Texture coordinates.
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/*layout (location = 1)*/ attribute vec2 tCoord;
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varying vec2 UV;
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varying vec2 Pos;
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// Maybe we should merge these CPU side.
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// idk yet.
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uniform mat3 modelMatrix;
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// Allows us to do texture atlassing with texture coordinates 0->1
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// Input texture coordinates get mapped to this range.
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uniform vec4 modifyUV;
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// [SHADER_HEADER_CODE]
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void main()
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{
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vec3 transformed = projectionMatrix * viewMatrix * modelMatrix * vec3(aPos, 1.0);
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vec2 VERTEX = transformed.xy;
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// [SHADER_CODE]
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// Pixel snapping to avoid sampling issues on nvidia.
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VERTEX += 1.0;
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VERTEX /= SCREEN_PIXEL_SIZE*2.0;
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VERTEX = floor(VERTEX + 0.5);
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VERTEX *= SCREEN_PIXEL_SIZE*2.0;
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VERTEX -= 1.0;
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gl_Position = vec4(VERTEX, 0.0, 1.0);
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Pos = (VERTEX + 1.0) / 2.0;
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UV = mix(modifyUV.xy, modifyUV.zw, tCoord);
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}
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