30 lines
917 B
GLSL
30 lines
917 B
GLSL
#version 450 core
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struct PosCol { vec4 pospos; vec4 col; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; };
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out vec4 vCol;
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out vec4 vPos;
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out vec2 vScreenPos;
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int indices[6] =
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{0,3,1
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,0,2,3};
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// note reversed compared to walls
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void main()
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{
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vCol = data[gl_VertexID / 12].col;
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vec4 pp = data[gl_VertexID / 12].pospos;
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int j = indices[gl_VertexID % 6];
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bool t = gl_VertexID % 12 > 5.5;
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float z = (j > 1.5
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? (t ? 100 : 5000)
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: (t ? 0 : 100)
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);
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// we draw two quads: one which can be below clouds,
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// and one which is always above
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vPos;
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vScreenPos = 0.5 * (vec2(1) + vec2(gl_Position.x / gl_Position.w
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,gl_Position.y / gl_Position.w));
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}
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