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Switch-Toolbox/Toolbox/Shader/Layout/Bflyt.vert

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GLSL
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#version 330
in vec2 vPosition;
in vec4 vColor;
in vec2 vTexCoord0;
in vec2 vTexCoord1;
in vec2 vTexCoord2;
uniform mat4 rotationMatrix;
uniform mat4 modelViewMatrix;
uniform vec2 uvScale0;
uniform vec2 uvRotate0;
uniform vec2 uvTranslate0;
uniform int flipTexture;
out vec4 VertexColor;
out vec2 TexCoord0;
out vec2 TexCoord1;
out vec2 TexCoord2;
vec2 rotateUV(vec2 uv, float rotation)
{
float mid = 0.5;
return vec2(
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
);
}
vec2 SetFlip(vec2 tex)
{
vec2 outTexCoord = tex;
if (flipTexture == 1) //FlipH
return vec2(-1, 1) * tex + vec2(1, 0);
else if (flipTexture == 2) //FlipV
return vec2(1, -1) * tex + vec2(0, 1);
else if (flipTexture == 3) //Rotate90
return rotateUV(tex, 90.0);
else if (flipTexture == 4) //Rotate180
return rotateUV(tex, 180.0);
else if (flipTexture == 5) //Rotate270
return rotateUV(tex, 270.0);
return outTexCoord;
}
void main()
{
vec2 texCoord0Transformed = uvScale0 * vTexCoord0.xy + uvTranslate0;
TexCoord0 = SetFlip(texCoord0Transformed);
TexCoord1 = SetFlip(texCoord0Transformed);
TexCoord2 = SetFlip(texCoord0Transformed);
VertexColor = vColor;
gl_Position = modelViewMatrix * rotationMatrix * vec4(vPosition, 0, 1);
}