#version 450 core struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 t1r; vec2 t2r; vec2 t3r; vec2 t1g; vec2 t2g; vec2 t3g; vec2 t1b; vec2 t2b; vec2 t3b; }; layout (std430, binding = 9) readonly buffer Data { DataS data[]; }; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; layout (location = 0) uniform int n; // setting n1 > 15 does not work on my current hardware // on other hardware n = 15 might not work // e.g. if GL_MAX_VERTEX_OUTPUT_COMPONENTS < 128 // note the vec2s might be treated as vec4s // note also the limit on GL_MAX_VARYING_COMPONENTS const int n1 = 15; out vec2 texPos; out vec2 distmask[n1]; out vec2 pinchr[n1]; out vec2 pinchg[n1]; out vec2 pinchb[n1]; const int ks[6] = {0,1,2 // 2--3 ,2,1,3 // | | }; // 0--1 const vec2 cs[4] = { vec2 (-1,-1) , vec2 ( 1,-1) , vec2 (-1, 1) , vec2 ( 1, 1) }; vec2 f (vec2 p) // transforms a vector from "world" into "screen" space { return (theMat * vec4(p,0,1) - theMat * vec4(0,0,0,1)).xy; } vec2 ncToTex (vec2 p) {return 0.5 * (p + 1);} // don't need mat4 here, could get away with mat3... mat4 toTransMat (vec2 p) { return mat4 ( 1, 0, 0 ,0 , 0, 1, 0 ,0 , 0, 0, 1 ,0 ,p.x,p.y, 0 ,1 ) ; } void main() { int k = ks[gl_VertexID]; for(int i = 0; i < n; ++i) { DataS thedata = data[i + gl_VertexID/6]; vec4 off = theMat * vec4(thedata.pos, 0,1); vec2 r1 = f(thedata.v1); vec2 r2 = f(thedata.v2); mat2 distT = inverse (mat2(r1,r2)); distmask[i] = (distT * (cs[k] - off.xy)); vec4 pinchxr = theMat * toTransMat(thedata.t3r) * toTransMat(thedata.pos) * mat4 (thedata.t1r , 0, 0 ,thedata.t2r , 0, 0 , 0, 0 , 0, 0 , 0, 0 , 0, 1 ) * inverse(toTransMat(thedata.pos)) * inverse(theMat) * (vec4(cs[k],0,1)); pinchr[i] = ncToTex(pinchxr.xy) - ncToTex(cs[k]); vec4 pinchxg = theMat * toTransMat(thedata.t3g) * toTransMat(thedata.pos) * mat4 (thedata.t1g , 0, 0 ,thedata.t2g , 0, 0 , 0, 0 , 0, 0 , 0, 0 , 0, 1 ) * inverse(toTransMat(thedata.pos)) * inverse(theMat) * (vec4(cs[k],0,1)); pinchg[i] = ncToTex(pinchxg.xy) - ncToTex(cs[k]); vec4 pinchxb = theMat * toTransMat(thedata.t3b) * toTransMat(thedata.pos) * mat4 (thedata.t1b , 0, 0 ,thedata.t2b , 0, 0 , 0, 0 , 0, 0 , 0, 0 , 0, 1 ) * inverse(toTransMat(thedata.pos)) * inverse(theMat) * (vec4(cs[k],0,1)); pinchb[i] = ncToTex(pinchxb.xy) - ncToTex(cs[k]); } texPos = ncToTex(cs[k]); gl_Position = vec4 (cs[k],0,1); }