Files
loop/shader/pull/window.vert
T

35 lines
937 B
GLSL

#version 450 core
struct PosCol {
vec4 pospos;
vec4 col;
};
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
out vec4 vCol;
out vec4 vPos;
int indices[6] = {0,1,2,2,3,0};
vec4 iface[6] =
{ vec4 (-1,-1,0,1)
, vec4 (-1,1,0,1)
, vec4 (1,1,0,1)
, vec4 (1,1,0,1)
, vec4 (1,-1,0,1)
, vec4 (-1,-1,0,1)
};
void main()
{
//const struct PosCol pc = data[gl_VertexID / 6];
vec4 pp = data[gl_VertexID / 6].pospos;
vCol = data[gl_VertexID / 6].col;
//vCol = vec4(1,0.5,0,0.5);
int j = indices[gl_VertexID % 6];
float z = (j / 2 > 0 ? 5000 : 0);
//vec2 xy = (j % 2 > 0 ? pc.pospos.xy : pc.pospos.zw);
vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
vPos = vec4( xy, z, 1);
// vPos = vec4( 0,0,0, 1);
//vCol = pc.col;
gl_Position = theMat * vPos;
//gl_Position = iface[gl_VertexID % 6];
}