Work towards doing transformations using uniforms

This commit is contained in:
jgk
2021-02-25 03:41:19 +01:00
parent 1969aa4f4a
commit 32bfab2e02
14 changed files with 310 additions and 205 deletions
+6
View File
@@ -4,6 +4,12 @@ layout (location = 1) in vec4 color;
layout (location = 2) in vec4 saEaRadWdth;
out vec4 vColor;
out vec4 vparams;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
void main()
{
gl_Position = vec4(position,1);
+3 -1
View File
@@ -5,6 +5,8 @@ in vec4 vParams [];
in vec2 vWinSize [];
out vec2 gTexPos;
uniform vec2 translation;
vec2 rotBy( float rot, vec2 v)
{
return vec2 ( v.x * cos(rot) - v.y * sin(rot)
@@ -15,7 +17,7 @@ vec2 rotBy( float rot, vec2 v)
void main()
{
vec2 cPos = vec2(vParams[0].x / 250 , vParams[0].y /250 );
vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
float zoom = vParams[0].w;
float rot = 0 - vParams[0].z;
+7 -1
View File
@@ -1,8 +1,14 @@
#version 430 core
layout (location = 0) in vec4 params;
layout (location = 1) in vec2 winSize;
layout (location = 1) in vec2 winSizea;
out vec4 vParams;
out vec2 vWinSize;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
void main()
{
gl_Position = vec4(0,0,0,0);
+6
View File
@@ -2,6 +2,12 @@
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
out vec4 vColor;
uniform vec2 winSize;
uniform float zoom;
uniform float rotation;
uniform vec2 translation;
void main()
{
gl_Position = vec4(position,1);
+5
View File
@@ -3,6 +3,11 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
out vec4 vColor;
out vec2 vTexCoord;
+6
View File
@@ -4,6 +4,12 @@ layout (location = 1) in vec4 color;
layout (location = 2) in float rad;
out vec4 vColor;
out float vRad;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
void main()
{
gl_Position = vec4(position,1);
+6
View File
@@ -1,6 +1,12 @@
#version 430 core
layout (location = 0) in vec4 position;
out vec2 vParams;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
void main()
{
gl_Position = vec4(position.xy,0,1);
+5
View File
@@ -4,6 +4,11 @@ layout (location = 1) in vec4 backPoss;
out vec4 vBackPoss;
uniform vec2 winSize;
uniform float zoom;
uniform float rotation;
uniform vec2 translation;
void main()
{
gl_Position = poss;