41 lines
1.1 KiB
GLSL
41 lines
1.1 KiB
GLSL
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// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
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#include "common.h"
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform float g_Time;
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uniform vec4 g_Texture1Resolution;
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uniform float g_Speed; // {"material":"Speed","default":1.0,"range":[-5,5]}
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uniform vec2 g_SpinCenter; // {"material":"Center","default":"0.5 0.5"}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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#if MASK == 1
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varying vec2 v_TexCoordMask;
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#endif
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void main() {
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vec3 position = a_Position;
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#if MODE == 1
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position.xy = rotateVec2(position.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
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#endif
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xyzw = a_TexCoord.xyxy;
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#if MASK == 1
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v_TexCoordMask = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#endif
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#if MODE == 0
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v_TexCoord.xy = rotateVec2(v_TexCoord.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
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#endif
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}
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