prosperon/shaders/sprite_ssbo.cg

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#blend mix
#depth off
#primitive triangle
#cull none
@vs vs
in vec3 a_pos;
in vec2 a_uv;
out vec2 uv;
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out vec4 shade;
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vec3 pos;
struct sprite {
mat4 model;
vec4 rect;
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vec4 shade;
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};
readonly buffer ssbo {
sprite sprites[];
};
uniform mat4 vp;
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uniform float baseinstance;
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void main()
{
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sprite s = sprites[int(baseinstance)+gl_InstanceIndex];
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pos = a_pos;
uv = a_uv;
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pos *= vec3(s.rect.zw,1);
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uv = (uv*s.rect.zw)+s.rect.xy;
gl_Position = vp * s.model * vec4(pos, 1.0);
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shade = s.shade;
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}
@end
@fs fs
in vec2 uv;
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in vec4 shade;
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out vec4 color;
texture2D diffuse;
@sampler_type smp nonfiltering
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sampler smp;
void frag()
{
color = texture(sampler2D(diffuse,smp), uv);
color *= shade;
}
void main()
{
frag();
}
@end
@program sprite vs fs