mirror of
https://github.com/YACReader/yacreader
synced 2026-03-01 10:22:58 -05:00
54 lines
1.7 KiB
GLSL
54 lines
1.7 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 flat vec4 vInstanceShading;
|
|
layout(location = 2) out flat float vInstanceOpacity;
|
|
layout(location = 3) out flat float vIsReflection;
|
|
layout(location = 4) out vec2 vLocalPos;
|
|
|
|
// Uniform buffer
|
|
layout(std140, binding = 0) uniform UniformBuffer
|
|
{
|
|
mat4 viewProjectionMatrix;
|
|
vec3 backgroundColor;
|
|
float _pad0;
|
|
float reflectionUp;
|
|
float reflectionDown;
|
|
int isReflection;
|
|
float _pad1;
|
|
};
|
|
|
|
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;
|
|
vLocalPos = position.xy;
|
|
|
|
// Flip texture vertically per-instance when requested (reflection)
|
|
if (instanceFlip != 0.0) {
|
|
vTexCoord.y = 1.0 - vTexCoord.y;
|
|
}
|
|
|
|
// Pass per-instance values to fragment shader as flat (no interpolation)
|
|
vInstanceShading = instanceShading1;
|
|
vInstanceOpacity = instanceOpacity;
|
|
vIsReflection = instanceFlip;
|
|
}
|