MoonWorksGraphicsTests/MoonWorks.Test.Common/Content/Shaders/Source/InstancedSpriteBatch.vert

46 lines
980 B
GLSL

#version 450
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Translation;
layout (location = 2) in float Rotation;
layout (location = 3) in vec2 Scale;
layout (location = 4) in vec4 Color;
layout (location = 5) in vec2[4] UV;
layout (location = 0) out vec2 outTexCoord;
layout (location = 1) out vec4 outVertexColor;
layout (binding = 0, set = 2) uniform UniformBlock
{
mat4x4 View;
mat4x4 Projection;
};
void main()
{
mat4 Scale = mat4(
Scale.x, 0, 0, 0,
0, Scale.y, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
float c = cos(Rotation);
float s = sin(Rotation);
mat4 Rotation = mat4(
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
mat4 Translation = mat4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
Translation.x, Translation.y, Translation.z, 1
);
mat4 Model = Translation * Rotation * Scale;
gl_Position = Projection * View * Model * vec4(Position, 1);
outTexCoord = UV[gl_VertexIndex % 4];
outVertexColor = Color;
}