Files
yacreader/common/rhi/shaders/flow.vert

60 lines
1.9 KiB
GLSL

#version 450
// Per-vertex attributes
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;
// Per-instance attributes (mat4 split into 4 vec4s for better D3D11 compatibility)
layout(location = 2) in vec4 instanceModel_row0;
layout(location = 3) in vec4 instanceModel_row1;
layout(location = 4) in vec4 instanceModel_row2;
layout(location = 5) in vec4 instanceModel_row3;
layout(location = 6) in vec4 instanceShading1;
layout(location = 7) in float instanceOpacity;
layout(location = 8) in float instanceFlip;
// Outputs to fragment shader
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 vColor;
layout(location = 2) out float vIsReflection;
// Uniform buffer
layout(std140, binding = 0) uniform UniformBuffer
{
mat4 viewProjectionMatrix;
vec3 backgroundColor;
float _pad0;
vec3 shadingColor;
float _pad1;
float reflectionUp;
float reflectionDown;
int isReflection;
float _pad2;
};
void main()
{
// Reconstruct instance model matrix from 4 vec4 rows
mat4 instanceModel = mat4(instanceModel_row0, instanceModel_row1, instanceModel_row2, instanceModel_row3);
gl_Position = viewProjectionMatrix * instanceModel * vec4(position, 1.0);
vTexCoord = texCoord;
// Flip texture vertically per-instance when requested (reflection)
if (instanceFlip != 0.0) {
vTexCoord.y = 1.0 - texCoord.y;
}
float leftUpShading = instanceShading1.x;
float leftDownShading = instanceShading1.y;
float rightUpShading = instanceShading1.z;
float rightDownShading = instanceShading1.w;
float leftShading = mix(leftDownShading, leftUpShading, (position.y + 0.5));
float rightShading = mix(rightDownShading, rightUpShading, (position.y + 0.5));
float shading = mix(leftShading, rightShading, (position.x + 0.5));
vColor = vec4(shading * instanceOpacity);
vIsReflection = instanceFlip;
}