Files
loop/shader/ceiling/stencil.vert
T

19 lines
531 B
GLSL

#version 450 core
//layout (location = 0) in vec4 poss;
//void main()
//{
// gl_Position = poss;
//}
struct PosTex { vec4 pospos; vec4 texang; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; };
int indices[6] = {0,1,3,0,3,2};
void main()
{
vec4 pp = data[gl_VertexID / 6].pospos;
int j = indices[gl_VertexID % 6];
float z = (j > 1.5 ? 5000 : 100);
vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
gl_Position = theMat * vec4(xy,z,1);
}