51 lines
1.7 KiB
GLSL
51 lines
1.7 KiB
GLSL
|
|
// [COMBO] {"material":"ui_editor_properties_perspective","combo":"PERSPECTIVE","type":"options","default":0}
|
|
|
|
#include "common.h"
|
|
#include "common_perspective.h"
|
|
|
|
uniform mat4 g_ModelViewProjectionMatrix;
|
|
uniform vec4 g_Texture1Resolution;
|
|
|
|
|
|
attribute vec3 a_Position;
|
|
attribute vec2 a_TexCoord;
|
|
|
|
varying vec4 v_TexCoord;
|
|
|
|
#if PERSPECTIVE == 0
|
|
varying vec2 v_ReflectedCoord;
|
|
uniform float g_Direction; // {"material":"direction","label":"ui_editor_properties_direction","default":0,"range":[0,6.28],"direction":true}
|
|
uniform float g_ReflectionOffset; // {"material":"offset","label":"ui_editor_properties_offset","default":0.0,"range":[-1,1]}
|
|
#else
|
|
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0 0"}
|
|
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"1 0"}
|
|
uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"1 1"}
|
|
uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0 1"}
|
|
|
|
varying vec3 v_TexCoordPerspective;
|
|
#endif
|
|
|
|
void main() {
|
|
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
|
|
v_TexCoord = a_TexCoord.xyxy;
|
|
|
|
#if MASK
|
|
v_TexCoord.z *= g_Texture1Resolution.z / g_Texture1Resolution.x;
|
|
v_TexCoord.w *= g_Texture1Resolution.w / g_Texture1Resolution.y;
|
|
#endif
|
|
|
|
#if PERSPECTIVE == 0
|
|
vec2 center = vec2(0.5, 0.5);
|
|
vec2 delta = a_TexCoord - center;
|
|
delta.y += g_ReflectionOffset;
|
|
delta.y = -delta.y;
|
|
|
|
delta = rotateVec2(delta, g_Direction);
|
|
v_ReflectedCoord = center + delta;
|
|
#else
|
|
mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
|
|
v_TexCoordPerspective = mul(vec3(a_TexCoord.xy, 1.0), xform);
|
|
#endif
|
|
}
|