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mirror of synced 2024-12-13 00:01:13 +01:00
Switch-Toolbox/Toolbox/Shader/Layout/Legacy/Bflyt.vert

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1.4 KiB
GLSL
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uniform int flipTexture;
uniform mat4 rotationMatrix;
uniform int texCoords0GenType;
uniform int texCoords0Source;
uniform mat4 textureTransforms[3];
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(-1.0, 1.0) * tex + vec2(1.0, 0.0);
else if (flipTexture == 2) //FlipV
return vec2(1.0, -1.0) * tex + vec2(0.0, 1.0);
else if (flipTexture == 3) //Rotate90
return rotateUV(tex, radians(90.0));
else if (flipTexture == 4) //Rotate180
return rotateUV(tex, radians(180.0));
else if (flipTexture == 5) //Rotate270
return rotateUV(tex, radians(270.0));
return outTexCoord;
}
vec2 SetTexCoordType(int type, vec2 tex)
{
vec2 outTexCoord = tex;
if (type == 0) return tex; //Tex0
if (type == 1) return tex; //Tex1
if (type == 2) return tex; //Tex2
if (type == 3) return tex; //Ortho
if (type == 4) return tex; //Pane based
if (type == 5) return tex; //Proj
return outTexCoord;
}
void main()
{
gl_FrontColor = gl_Color;
gl_TexCoord[0] = textureTransforms[0] * gl_MultiTexCoord0;
gl_TexCoord[0].st = SetFlip(vec2(0.5, 0.5) + gl_TexCoord[0].st);
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gl_Position = gl_ModelViewProjectionMatrix * rotationMatrix * gl_Vertex;
}