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35 lines
979 B
GLSL
35 lines
979 B
GLSL
#version 460
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layout (location = 0) in float inTileId;
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layout (location = 1) in uvec2 inColorId;
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layout (location = 0) out vec3 outTexCoord;
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layout (location = 1) out vec4 outFrontPal;
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layout (location = 2) out vec4 outBackPal;
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layout (std140, binding = 0) uniform Config
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{
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vec4 dimensions;
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vec4 vertices[3];
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vec4 palettes[24];
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} u;
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void main()
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{
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float id = float(gl_InstanceID);
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float tileRow = floor(id / u.dimensions.z);
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float tileCol = id - tileRow * u.dimensions.z;
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vec2 basePos;
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basePos.x = 2.0 * (tileCol + 0.5) / u.dimensions.z - 1.0;
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basePos.y = 2.0 * (1.0 - (tileRow + 0.5) / u.dimensions.w) - 1.0;
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vec2 vtxData = u.vertices[gl_VertexID].xy;
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vec2 scale = vec2(1.0) / u.dimensions.zw;
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gl_Position.xy = vtxData * scale + basePos;
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gl_Position.zw = vec2(0.5, 1.0);
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outTexCoord = vec3(u.vertices[gl_VertexID].zw, inTileId);
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outFrontPal = u.palettes[inColorId.x];
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outBackPal = u.palettes[inColorId.y];
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}
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