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loop/shader/texture/barrel.vert
T
2025-11-15 23:17:44 +00:00

47 lines
1.4 KiB
GLSL

#version 450 core
struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 rad; };
layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec2 texPos;
out vec2 distmask;
out vec2 pinch;
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)
};
void main()
{
int k = ks[gl_VertexID];
vec4 off = (theMat * vec4(data[gl_VertexID/6].pos, 0,1));
vec2 r1 = (theMat * vec4(data[gl_VertexID/6].v1, 0,1)).xy
- (theMat * vec4(0,0,0,1)).xy;
vec2 r2 = (theMat * vec4(data[gl_VertexID/6].v2, 0,1)).xy
- (theMat * vec4(0,0, 0,1)).xy;
pinch =
(theMat * vec4(data[gl_VertexID/6].rad, 0,1)).xy
- (theMat * vec4(0,0, 0,1)).xy;
// mat2 distT = mat2(-1/r1.x, -1/r2.x
// ,1/r1.y, -1/r2.y
// );
// mat2 distT = mat2(2, 0
// ,-1/sqrt(2), 1/sqrt(2)
// );
// mat2 distT = mat2(1/r1.x, 2*sqrt(2)
// ,1/r1.y, 2*sqrt(2)
// );
mat2 distT = inverse (mat2(r1,r2));
// mat2 distT = mat2(1/r1.x, 1/r2.x
// ,1/r1.y, 1/r2.y
// );
//distmask = (cs[k] - off.xy)/r;
distmask = distT * (cs[k] - off.xy);
texPos = 0.5 * (cs[k]+vec2(1,1));
gl_Position = vec4 (cs[k],0,1);
}