protot/3rdparty/imgui_docking_minimal/vertex_shader.vs

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#version 330 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 instanceSize;
layout(location = 2) in vec3 instancePosition;
layout(location = 3) in float instanceRotation;
layout(location = 4) in vec4 instanceStart;
layout(location = 5) in vec4 instanceStop;
layout(location = 6) in vec4 instanceIndex;
uniform mat4 MVP;
out vec3 pos; // to fragment shader
#define M_PI 3.1415926535897932384626433832795
out vec4 start;
out vec4 stop;
out vec4 clusterIndex;
void main() {
vec3 new_pos = vertexPosition*instanceSize;
float cost = cos(instanceRotation*M_PI/180.0);
float sint = sin(instanceRotation*M_PI/180.0);
float x = new_pos.x * cost - new_pos.y * sint;
float y = new_pos.x * sint + new_pos.y * cost;
new_pos.x = x;
new_pos.y = y;
new_pos = new_pos + instancePosition;
gl_Position = MVP * vec4(new_pos, 1.0);
pos = vertexPosition;
start = instanceStart*2-1;
stop = instanceStop*2-1;
clusterIndex = instanceIndex;
}