44 lines
1019 B
GLSL
44 lines
1019 B
GLSL
#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 winSize;
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uniform vec2 translation;
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uniform float zoom;
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uniform float rotation;
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vec2 rotBy( float rot, vec2 v)
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{
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return vec2 ( v.x * cos(rot) - v.y * sin(rot)
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, v.x * sin(rot) + v.y * cos(rot)
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);
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}
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void main()
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{
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vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
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// float zoom = vParams[0].w;
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float rot = 0 - rotation;
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float x = winSize.x / (500*zoom) ;
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float y = winSize.y / (500*zoom) ;
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gTexPos = cPos + rotBy(-rot , vec2(x,y));
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gl_Position = vec4 (1,1,0.9,1);
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EmitVertex();
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gTexPos = cPos + rotBy(-rot , vec2(x,-y));
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gl_Position = vec4 (1,-1,0.9,1);
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EmitVertex();
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gTexPos = cPos + rotBy(-rot , vec2(-x,y));
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gl_Position = vec4 (-1,1,0.9,1);
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EmitVertex();
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gTexPos = cPos + rotBy(-rot , vec2(-x,-y));
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gl_Position = vec4 (-1,-1,0.9,1);
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EmitVertex();
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EndPrimitive();
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}
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