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Files
OpenRCT2/data/shaders/drawimage.vert
2016-07-27 04:01:25 +02:00

66 lines
1.4 KiB
GLSL

#version 150
uniform ivec2 uScreenSize;
uniform ivec4 uTextureCoordinates;
in ivec4 ivClip;
in vec2 ivTexCoordScale;
in int ivTexColourSlot;
in int ivTexMaskSlot;
in int ivFlags;
in vec4 ivColour;
in ivec4 ivBounds;
in int ivMask;
in uint vIndex;
out vec2 fTextureCoordinate;
out vec2 fPosition;
flat out ivec4 fClip;
flat out int fFlags;
out vec4 fColour;
out vec2 fTexCoordScale;
flat out int fTexColourSlot;
flat out int fTexMaskSlot;
flat out int fMask;
void main()
{
vec2 pos;
switch (vIndex) {
case 0u:
pos = ivBounds.xy;
fTextureCoordinate = uTextureCoordinates.xy;
break;
case 1u:
pos = ivBounds.zy;
fTextureCoordinate = uTextureCoordinates.zy;
break;
case 2u:
pos = ivBounds.xw;
fTextureCoordinate = uTextureCoordinates.xw;
break;
case 3u:
pos = ivBounds.zw;
fTextureCoordinate = uTextureCoordinates.zw;
break;
}
fPosition = pos;
// Transform screen coordinates to viewport
pos.x = (pos.x * (2.0 / uScreenSize.x)) - 1.0;
pos.y = (pos.y * (2.0 / uScreenSize.y)) - 1.0;
pos.y *= -1;
fClip = ivClip;
fFlags = ivFlags;
fColour = ivColour;
fTexCoordScale = ivTexCoordScale;
fTexColourSlot = ivTexColourSlot;
fTexMaskSlot = ivTexMaskSlot;
fMask = ivMask;
gl_Position = vec4(pos, 0.0, 1.0);
}