2025-03-29 14:03:03 +02:00

41 lines
816 B
GLSL

#version 140
in mediump vec3 position;
in mediump vec2 texcoord0;
in lowp vec4 color;
uniform vertex_inputs
{
highp mat4 view_proj;
highp vec4 uv_coord;
highp vec4 uv_repeat; // [repeat_x, repeat_y, pivot_x, pivot_y]
vec4 uv_rotated;
vec4 params; // [margin_x, margin_y, offset_x, offset_y]
};
out mediump vec2 var_texcoord0;
out lowp vec4 var_color;
out highp vec4 var_uv;
out highp vec4 var_repeat;
out vec4 var_params;
out vec4 var_uv_rotated;
void main()
{
var_texcoord0 = texcoord0;
var_color = vec4(color.rgb * color.a, color.a);
var_uv = uv_coord;
var_repeat = uv_repeat;
var_params = params;
var_uv_rotated = uv_rotated;
mat4 transform = mat4(
1.0, 0, 0, 0.0,
0, 1.0, 0, 0.0,
0, 0, 1, 0,
0.0, position.z, 0, 1.0
);
gl_Position = view_proj * vec4(position.xyz, 1.0) * transform;
}