6837bc30d1
Some cleanup and adjust floating point values to have decimals.
53 lines
1.4 KiB
GLSL
53 lines
1.4 KiB
GLSL
uniform int flipTexture;
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uniform mat4 rotationMatrix;
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uniform int texCoords0GenType;
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uniform int texCoords0Source;
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uniform mat4 textureTransforms[3];
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vec2 rotateUV(vec2 uv, float rotation)
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{
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float mid = 0.5;
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return vec2(
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cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
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cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
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);
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}
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vec2 SetFlip(vec2 tex)
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{
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vec2 outTexCoord = tex;
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if (flipTexture == 1) //FlipH
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return vec2(-1.0, 1.0) * tex + vec2(1.0, 0.0);
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else if (flipTexture == 2) //FlipV
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return vec2(1.0, -1.0) * tex + vec2(0.0, 1.0);
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else if (flipTexture == 3) //Rotate90
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return rotateUV(tex, radians(90.0));
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else if (flipTexture == 4) //Rotate180
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return rotateUV(tex, radians(180.0));
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else if (flipTexture == 5) //Rotate270
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return rotateUV(tex, radians(270.0));
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return outTexCoord;
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}
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vec2 SetTexCoordType(int type, vec2 tex)
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{
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vec2 outTexCoord = tex;
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if (type == 0) return tex; //Tex0
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if (type == 1) return tex; //Tex1
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if (type == 2) return tex; //Tex2
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if (type == 3) return tex; //Ortho
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if (type == 4) return tex; //Pane based
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if (type == 5) return tex; //Proj
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return outTexCoord;
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}
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void main()
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{
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = textureTransforms[0] * gl_MultiTexCoord0;
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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;
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} |