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Switch-Toolbox/Toolbox/Shader/Layout/Legacy/Bflyt.vert
2019-10-15 19:26:58 -04:00

62 lines
1.6 KiB
GLSL

uniform vec2 uvScale0;
uniform float uvRotate0;
uniform vec2 uvTranslate0;
uniform int flipTexture;
uniform mat4 rotationMatrix;
uniform int texCoords0GenType;
uniform int texCoords0Source;
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, 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;
switch (type)
{
case 0: return tex; //Tex0
case 1: return tex; //Tex1
case 2: return tex; //Tex2
case 3: return tex; //Ortho
case 4: return tex; //Pane based
case 5: return tex; //Proj
}
return outTexCoord;
}
void main()
{
gl_FrontColor = gl_Color;
vec2 texCoord0 = vec2(0.5, 0.5) + uvScale0 * (gl_MultiTexCoord0.xy + (uvTranslate0 / uvScale0 - 0.5));
texCoord0 = SetTexCoordType(texCoords0GenType, texCoord0);
texCoord0 = rotateUV(texCoord0, radians(-uvRotate0));
gl_TexCoord[0].st = SetFlip(texCoord0);
gl_Position = gl_ModelViewProjectionMatrix * rotationMatrix * gl_Vertex;
}