Draw floors using vertex pulling

This commit is contained in:
2025-11-13 22:22:19 +00:00
parent 836c0ba772
commit cffa75c014
8 changed files with 34 additions and 34 deletions
-1
View File
@@ -4,7 +4,6 @@ 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=40) uniform sampler2DArray diffuseSampler;
layout (binding=41) uniform sampler2DArray normalSampler;
vec2 rotateV2 (float a, vec2 v)
+4 -4
View File
@@ -1,12 +1,12 @@
#version 450 core
layout (location = 0) in vec4 posXX;
layout (location = 1) in vec4 texPosRot;
struct PosTexRot {vec4 posXX; vec4 texPosRot; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 8) readonly buffer Data { PosTexRot data[]; };
out vec4 vTexPosRot;
out vec2 vPos;
void main()
{
vPos = posXX.xy;
vPos = data[gl_VertexID].posXX.xy;
gl_Position = theMat * vec4(vPos,0,1.0) ;
vTexPosRot = texPosRot;
vTexPosRot = data[gl_VertexID].texPosRot;
}