44 lines
587 B
Plaintext
44 lines
587 B
Plaintext
@vs vs
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in vec2 vertex;
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in vec2 apos;
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in float angle;
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in vec2 scale;
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in vec4 vc;
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out vec4 fcolor;
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out vec2 uv;
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uniform vs_p { mat4 proj; };
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void main()
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{
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fcolor = vc;
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uv = vertex;
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vec2 v = vertex - 0.5;
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vec2 p = vec2(
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cos(angle)*v.x-sin(angle)*v.y,
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sin(angle)*v.x+cos(angle)*v.y
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);
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p *= scale;
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p += apos;
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gl_Position = proj * vec4(p, 0.0, 1.0);
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}
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@end
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@fs fs
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in vec4 fcolor;
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out vec4 color;
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in vec2 uv;
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uniform texture2D image;
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uniform sampler smp;
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void main()
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{
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color = texture(sampler2D(image,smp),uv);
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color *= fcolor;
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}
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@end
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@program particle vs fs |