39 lines
1.1 KiB
GLSL
Executable File
39 lines
1.1 KiB
GLSL
Executable File
#version 330 core
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in vec2 position;
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in vec2 uvCoords;
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in vec2 paintUVCoords;
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uniform int paintType;
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flat out float paintGradientAngleCos;
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flat out float paintGradientAngleSin;
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flat out float[2] paintGradientEndsUnrotated;
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uniform vec2[2] paintGradientEnds;
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out vec2 uvCoordinates;
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out vec2 paintUVCoordinates;
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uniform mat4 projection;
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uniform mat3 transformation;
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void main(void)
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{
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uvCoordinates = uvCoords;
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paintUVCoordinates = paintUVCoords;
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vec3 transformed = vec3((transformation * vec3(position, 1.0)).xy, 0.0);
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if (paintType == 1)
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{
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float dy = paintGradientEnds[1].y - paintGradientEnds[0].y;
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float dx = paintGradientEnds[1].x - paintGradientEnds[0].x;
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float paintGradientAngle = atan(-dy, dx);
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paintGradientAngleCos = cos(paintGradientAngle);
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paintGradientAngleSin = sin(paintGradientAngle);
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paintGradientEndsUnrotated[0] = paintGradientEnds[0].x * paintGradientAngleCos - paintGradientEnds[0].y * paintGradientAngleSin;
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paintGradientEndsUnrotated[1] = paintGradientEnds[1].x * paintGradientAngleCos - paintGradientEnds[1].y * paintGradientAngleSin;
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}
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gl_Position = projection * vec4(transformed, 1.0);
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} |