looking-glass/client/renderers/EGL/shader/cursor.vert

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#version 300 es
precision mediump float;
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
uniform vec4 mouse;
uniform int rotate;
out vec2 uv;
void main()
{
vec2 muv = vertexPosition_modelspace.xy;
muv.x += 1.0f;
muv.y -= 1.0f;
muv.x *= mouse.z;
muv.y *= mouse.w;
muv.x += mouse.x;
muv.y -= mouse.y;
if (rotate == 0) // 0
{
gl_Position.xy = muv;
}
else if (rotate == 1) // 90
{
gl_Position.x = muv.y;
gl_Position.y = -muv.x;
}
else if (rotate == 2) // 180
{
gl_Position.x = -muv.x;
gl_Position.y = -muv.y;
}
else if (rotate == 3) // 270
{
gl_Position.x = -muv.y;
gl_Position.y = muv.x;
}
gl_Position.zw = vec2(0.0, 1.0);
uv = vertexUV;
}