peytonplayz585-shadow-4.0/desktopRuntime/resources/assets/eagler/glsl/deferred/moon_render.vsh

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2024-04-11 14:18:30 -07:00
#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
layout(location = 0) in vec2 a_position2f;
out vec2 v_position2f;
out vec3 v_position3f;
uniform mat4 u_modelMatrix4f;
uniform mat4 u_viewMatrix4f;
uniform mat4 u_projMatrix4f;
void main() {
v_position2f = a_position2f * 0.5 + 0.5;
v_position3f = (u_modelMatrix4f * vec4(a_position2f, -13.0, 1.0)).xyz;
gl_Position = u_viewMatrix4f * vec4(v_position3f, 0.0);
gl_Position = u_projMatrix4f * vec4(gl_Position.xyz, 1.0);
}