72 lines
1.4 KiB
GLSL
72 lines
1.4 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 position[4];
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layout(location = 4) in vec2 textureCoordinates[4];
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layout(location = 8) in vec4 color;
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layout(location = 9) in vec4 bgColor;
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out vec4 outBgColor;
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layout(location = 2) out vec2 outTexture;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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} cam;
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layout(set = 4, binding = 0) uniform BillboardData
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{
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vec4 color;
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vec2 textSize;
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vec2 bboxCenter;
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float radius;
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float arrowLength;
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float arrowWidth;
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bool hasRoundedCorners;
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bool hasArrow;
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bool isBillboardFixedSize;
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} billboardInfo;
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void main()
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{
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vec4 pos = vec4(position[gl_VertexIndex], 0, 1);
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if (!billboardInfo.isBillboardFixedSize)
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{
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mat4 mv = cam.view * node.world;
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mv[0][0] = 1;
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mv[0][1] = 0;
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mv[0][2] = 0;
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mv[1][0] = 0;
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mv[1][1] = 1;
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mv[1][2] = 0;
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mv[2][0] = 0;
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mv[2][1] = 0;
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mv[2][2] = 1;
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gl_Position = cam.projection * mv * pos;
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}
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else
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{
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vec4 billboardPos = vec4(0.5, 0.5, 0, 1);
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vec4 viewPos = cam.view * node.world * billboardPos;
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float dist = -viewPos.z;
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gl_Position = cam.projection * (viewPos + vec4(pos.xy * dist * 0.2, 0, 0));
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}
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outTexture = textureCoordinates[gl_VertexIndex];
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outColor = color;
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outBgColor = bgColor;
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}
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