This commit is contained in:
2023-03-20 15:09:43 +00:00
parent 7ba374c1fd
commit 695f849f77
7 changed files with 146 additions and 0 deletions
+16
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#version 450 core
in vec4 vPosID;
in vec4 vCol;
in vec4 vCenterSize;
in vec4 vControls;
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 fNorm;
void main()
{
float d = dot(vControls,vControls);
if (d > 1) {discard;}
fCol = vCol;
fPos = vec4(vPosID.xy, vPosID.z + (1-d) * vCenterSize.w, 1);
fNorm = vec4(vCenterSize.xyz - fPos.xyz, 1);
}
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#version 450 core
layout (location = 0) in vec4 posID;
layout (location = 1) in vec4 col;
layout (location = 2) in vec4 centerSize;
layout (location = 3) in vec4 controls;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vPosID;
out vec4 vCol;
out vec4 vCenterSize;
out vec4 vControls;
void main()
{
gl_Position = theMat * vec4(posID.xyz,1);
vPosID = posID;
vCol = col;
vCenterSize = centerSize;
vControls = controls;
}
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#version 450 core
in vec4 vTexPosRot;
in vec2 vPos;
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 normal;
//layout (binding=0) uniform sampler2DArray tilesetSampler;
layout (binding=1) uniform sampler2DArray normalSampler;
layout (binding=2) uniform sampler2DArray diffuseSampler;
vec2 rotateV2 (float a, vec2 v)
{
return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
}
void main()
{
vec3 vTexPos = vTexPosRot.xyz;
float rot = vTexPosRot.w;
fCol = vec4(texture(diffuseSampler,vTexPos));
fPos = vec4(vPos,0,1);
vec4 bn = vec4(texture(normalSampler,vTexPos) - 0.5);
vec3 nmap1 = vec3(rotateV2(rot,bn.xy), bn.z);
normal = vec4(-nmap1 ,0);
}
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#version 450 core
layout (location = 0) in vec4 posXX;
layout (location = 1) in vec4 texPosRot;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vTexPosRot;
out vec2 vPos;
void main()
{
vPos = posXX.xy;
gl_Position = theMat * vec4(vPos,0,1.0) ;
vTexPosRot = texPosRot;
}
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#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 fNorm;
in vec2 tPos;
in vec3 gTexCoords;
in vec4 gPos;
in vec4 gNorm;
in vec4 gColor;
in float gAng;
layout (binding=1) uniform sampler2DArray normalSampler;
layout (binding=2) uniform sampler2DArray diffuseSampler;
vec2 rotateV2 (float a, vec2 v)
{
return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
}
void main()
{
fCol = texture(diffuseSampler,gTexCoords);
fPos = gPos;
vec4 basenorm = texture(normalSampler,gTexCoords) - 0.5;
vec2 n1 = rotateV2(gAng,vec2(basenorm.x,basenorm.z));
fNorm = vec4(-vec3(n1,basenorm.y),0);
}
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#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
in vec2 vTexAng[];
out float gAng;
out vec2 tPos;
out vec4 gPos;
out vec4 gNorm;
out vec3 gTexCoords;
// consider using isLHS to check if the wall is facing the center
float isLHS (vec2 startV, vec2 testV)
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
void main()
{ gAng = vTexAng[0].y;
float tcoordz = vTexAng[0].x;
vec2 p1xy = gl_in[0].gl_Position.xy;
vec2 p2xy = gl_in[0].gl_Position.zw;
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d = vec2(p1.xy - p2.xy);
float dist = distance(p1xy,p2xy);
float tcoordx = dist / 50;
vec4 norm = vec4( d.y, -d.x, 0, 0);
gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
gNorm = gPos - norm;
gTexCoords = vec3 (0,0,tcoordz);
EmitVertex();
gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
gNorm = gPos - norm;
gTexCoords = vec3 (0,2,tcoordz);
EmitVertex();
gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
gNorm = gPos - norm;
gTexCoords = vec3 (tcoordx,0,tcoordz);
EmitVertex();
gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
gNorm = gPos - norm;
gTexCoords = vec3 (tcoordx,2,tcoordz);
EmitVertex();
EndPrimitive();
}
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#version 450 core
layout (location = 0) in vec4 poss;
layout (location = 1) in vec4 texAngXX;
out vec2 vTexAng;
void main()
{
gl_Position = poss;
vTexAng = texAngXX.xy;
}