+++ /dev/null
-/* quad vertex shader */
-@vs vs
-const vec2 positions[4] = { vec2(0, 1), vec2(1, 1), vec2(1, 0), vec2(0, 0) };
-const vec2 uvs[4] = { vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1) };
-const int indices[6] = { 0, 1, 2, 0, 2, 3 };
-
-layout(binding=0) uniform Game
-{
- vec2 screen;
- vec2 cam;
-};
-
-in vec2 inst_pos;
-in ivec2 inst_size;
-out vec2 uv;
-
-void main() {
- int idx = indices[gl_VertexIndex];
- vec2 pos = positions[idx];
- uv = uvs[idx];
-
- vec2 inst_pos_abs = inst_pos + inst_size * pos - cam - screen / 2;
- gl_Position = vec4(inst_pos_abs / screen * 2, 1, 1);
-}
-@end
-
-/* quad fragment shader */
-@fs fs
-layout(binding=0) uniform texture2D tex;
-layout(binding=0) uniform sampler smp;
-
-in vec2 uv;
-out vec4 frag_color;
-
-void main() {
- vec4 tex_color = texture(sampler2D(tex, smp), uv);
- if (tex_color.a < 1)
- discard;
- frag_color = tex_color;
-}
-@end
-
-/* quad shader program */
-@program quad vs fs
-
-
-
-
-
-@vs vs_shadow
-const vec2 positions[4] = { vec2(0, 1), vec2(1, 1), vec2(1, 0), vec2(0, 0) };
-const vec2 uvs[4] = { vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1) };
-const int indices[6] = { 0, 1, 2, 0, 2, 3 };
-
-layout(binding=0) uniform Game
-{
- vec2 screen;
- vec2 cam;
-};
-
-layout(binding=1) uniform Light
-{
- vec2 light_pos;
-};
-
-in vec2 inst_pos;
-in ivec2 inst_size;
-out vec2 uv;
-
-vec2 rotate(vec2 v, float a) {
- float s = sin(a);
- float c = cos(a);
- mat2 m = mat2(c, s, -s, c);
- return m * v;
-}
-
-void main() {
- int idx = indices[gl_VertexIndex];
- vec2 pos = positions[idx];
- uv = uvs[idx];
-
- if (idx == 2 || idx == 3) { // keep pos for lower vertices (base)
- vec2 inst_pos_abs = inst_pos + inst_size * pos - cam - screen / 2;
- gl_Position = vec4(inst_pos_abs / screen * 2, 1, 1);
- }
- else {
- vec2 anchor = vec2(0.5, 0);
- vec2 anchor_abs = inst_pos + inst_size * anchor - cam - screen / 2;
- vec2 light_pos_abs = light_pos - cam - screen / 2;
- vec2 dir = anchor_abs - light_pos_abs;
-
- vec2 left_right[] = {
- rotate(dir, 1.5708),
- rotate(dir, -1.5708),
- };
-
- vec2 inst_pos_abs = anchor_abs + dir + left_right[idx] / 2;
- gl_Position = vec4(inst_pos_abs / screen * 2, 1, 1);
- }
-}
-@end
-
-@fs fs_shadow
-layout(binding=0) uniform texture2D tex;
-layout(binding=0) uniform sampler smp;
-
-in vec2 uv;
-out vec4 frag_color;
-
-void main() {
- vec4 tex_color = texture(sampler2D(tex, smp), uv);
- // if (tex_color.a < 1)
- // discard;
- frag_color = vec4(0, 0, 0, 1);
-}
-@end
-
-@program shadow vs_shadow fs_shadow
-
-
-
-@vs vs_light
-const vec2 positions[4] = { vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(0.5, -0.5), vec2(-0.5, -0.5) };
-const int indices[6] = { 0, 1, 2, 0, 2, 3 };
-
-layout(binding=0) uniform Game
-{
- vec2 screen;
- vec2 cam;
-};
-
-in vec2 light_pos;
-
-void main() {
- int idx = indices[gl_VertexIndex];
- vec2 pos = positions[idx];
-
- vec2 light_size = vec2(10, 10);
-
- vec2 inst_pos_abs = light_pos + light_size * pos - cam - screen / 2;
- gl_Position = vec4(inst_pos_abs / screen * 2, 1, 1);
-}
-@end
-
-@fs fs_light
-out vec4 frag_color;
-
-void main() {
- frag_color = vec4(1, 0, 0, 1);
-}
-@end
-
-@program light vs_light fs_light