Files
Edit2D/shaders/solid_capsule.vs
T
SamratGhale d23c934662 Init
2026-03-10 22:11:28 +05:45

45 lines
1.2 KiB
GLSL

// SPDX-FileCopyrightText: 2024 Erin Catto
// SPDX-License-Identifier: MIT
#version 330
uniform mat4 projectionMatrix;
uniform float pixelScale;
layout(location=0) in vec2 v_localPosition;
layout(location=1) in vec4 v_instanceTransform;
layout(location=2) in float v_instanceRadius;
layout(location=3) in float v_instanceLength;
layout(location=4) in vec4 v_instanceColor;
out vec2 f_position;
out vec4 f_color;
out float f_length;
out float f_thickness;
void main()
{
f_position = v_localPosition;
f_color = v_instanceColor;
float radius = v_instanceRadius;
float length = v_instanceLength;
// scale quad large enough to hold capsule
float scale = radius + 0.5 * length;
// quad range of [-1, 1] implies normalize radius and length
f_length = length / scale;
// resolution.y = pixelScale * scale
f_thickness = 3.0f / (pixelScale * scale);
float x = v_instanceTransform.x;
float y = v_instanceTransform.y;
float c = v_instanceTransform.z;
float s = v_instanceTransform.w;
vec2 p = vec2(scale * v_localPosition.x, scale * v_localPosition.y);
p = vec2((c * p.x - s * p.y) + x, (s * p.x + c * p.y) + y);
gl_Position = projectionMatrix * vec4(p, 0.0, 1.0);
}