peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/deferred/accel_particle.vsh

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2023-08-26 14:31:51 -07:00
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/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision mediump sampler2D;
layout(location = 0) in vec2 a_position2f;
layout(location = 1) in vec3 p_position3f;
layout(location = 2) in vec2 p_texCoords2i;
layout(location = 3) in vec2 p_lightMap2f;
layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
layout(location = 5) in vec4 p_color4f;
out vec2 v_texCoord2f;
out vec4 v_color4f;
out vec2 v_lightmap2f;
#ifdef COMPILE_FORWARD_VSH
out vec4 v_position4f;
uniform mat4 u_modelViewMatrix4f;
uniform mat4 u_projectionMatrix4f;
#endif
#ifdef COMPILE_GBUFFER_VSH
uniform mat4 u_matrixTransform;
#endif
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec4 u_transformParam_1_2_3_4_f;
uniform float u_transformParam_5_f;
void main() {
v_color4f = p_color4f.bgra;
v_lightmap2f = p_lightMap2f;
vec2 tex2f = a_position2f * 0.5 + 0.5;
tex2f.y = 1.0 - tex2f.y;
tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
vec3 pos3f = p_position3f;
pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x;
pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y;
pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y;
pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x;
pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y;
#ifdef COMPILE_GBUFFER_VSH
gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
#endif
#ifdef COMPILE_FORWARD_VSH
v_position4f = u_modelViewMatrix4f * vec4(pos3f, 1.0);
gl_Position = u_projectionMatrix4f * v_position4f;
#endif
}