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