co-maps/libs/shaders/GL/masked_texturing_billboard.vsh.glsl
2025-11-22 13:58:55 +01:00

29 lines
864 B
GLSL

layout (location = 0) in vec4 a_position;
layout (location = 1) in vec2 a_normal;
layout (location = 2) in vec2 a_colorTexCoords;
layout (location = 3) in vec2 a_maskTexCoords;
layout (location = 0) out vec2 v_colorTexCoords;
layout (location = 1) out vec2 v_maskTexCoords;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec2 u_contrastGamma;
float u_opacity;
float u_zScale;
float u_interpolation;
float u_isOutlinePass;
};
void main()
{
vec4 pivot = vec4(a_position.xyz, 1.0) * u_modelView;
vec4 offset = vec4(a_normal, 0.0, 0.0) * u_projection;
gl_Position = applyBillboardPivotTransform(pivot * u_projection, u_pivotTransform,
a_position.w * u_zScale, offset.xy);
v_colorTexCoords = a_colorTexCoords;
v_maskTexCoords = a_maskTexCoords;
}