33 lines
704 B
GLSL
33 lines
704 B
GLSL
#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 0) out vec4 color;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 view;
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mat4 proj;
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float time;
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vec3 cam_pos;
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vec3 cam_dir;
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vec4 frustum[6];
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vec2 viewport;
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float tess_factor;
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float tess_edge_size;
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};
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vec4 unpackABGR(uint packedABGR) {
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float scale = 1.0 / 255.0;
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float a = float((packedABGR >> 24) & 0xFF) * scale;
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float b = float((packedABGR >> 16) & 0xFF) * scale;
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float g = float((packedABGR >> 8) & 0xFF) * scale;
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float r = float(packedABGR & 0xFF) * scale;
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return vec4(r,g,b,a);
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}
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void main() {
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gl_Position = proj * view * vec4(aPos, 1.0);
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color = vec4(normalize(aPos), 1.0);
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} |