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