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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 UvCoordinates;
layout (location = 7) in vec4 Texture;
layout (location = 8) in mat4 model;
layout (location = 12) in vec3 color;
layout (location = 13) in vec2 light;
layout (location = 14) in float TextureLayer;
layout (location = 15) in float TextureFrames;
out VS_OUT {
vec2 UvPosition;
vec3 Texture;
vec3 Color;
vec2 Light;
} vs_out;
uniform float GlobalTime;
uniform mat4 projView;
vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
float x = TextureAtlasCoords.x;
float y = TextureAtlasCoords.y;
float w = TextureAtlasCoords.z;
float h = TextureAtlasCoords.w;
vec2 A = vec2(x, 1 - y - h);
vec2 B = vec2(x + w, 1 - y);
vec2 transformed = A + UvCoords * (B - A);
return vec3(transformed.x, transformed.y, Layer);
}
void main()
{
vec4 sourcePosition = vec4(position,1.0f);
gl_Position = projView * model * sourcePosition;
vec4 texturePos = Texture;
float frameHeight = texturePos.w / TextureFrames;
float currentFrame = mod(GlobalTime * 4.0f, TextureFrames);
currentFrame = trunc(currentFrame);
texturePos.w = frameHeight;
texturePos.y = texturePos.y + currentFrame * frameHeight;
vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer);
vs_out.Color = color;
vs_out.Light = light;
}
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