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Atmosphere/troposphere/haze/source/console_vsh.glsl
2023-10-16 08:36:10 -07:00

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GLSL

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