roleplay/client/shader/point.vert

45 lines
1.4 KiB
GLSL

#version 450
#extension GL_EXT_buffer_reference : require
#include "hex_common.glsl"
layout(location = 0) flat out vec4 color;
void main() {
uint hex_index = pc.context.points.p[gl_InstanceIndex].hex;
uint vertex_index = pc.context.points.p[gl_InstanceIndex].vertex;
Region region = pc.context.regions[pc.context.points.p[gl_InstanceIndex].region];
float raise = pc.context.points.p[gl_InstanceIndex].offset;
if(hex_index != 0xFFFFFFFF) {
color = pc.context.points.p[gl_InstanceIndex].color;
gl_PointSize = pc.context.points.p[gl_InstanceIndex].size;
vec2 region_qr = vec2(region.q, region.r);
vec4 region_pos = vec4(0, 0, 0, 0);
region_pos.x = (region_qr.x+region_qr.y/2)*region_width - region_qr.y*x/2;
region_pos.z = 0.75*region_qr.y*region_height + 0.25*region_qr.y*z + 0.5*region_qr.x*z;
float radius = 0;
float ring = 0;
int side = 0;
if(hex_index != 0) {
radius = floor(0.5 + sqrt(12*hex_index-3)/6);
ring = hex_index - (3*radius*radius - 3*radius + 1);
side = int(floor(ring/radius));
}
vec4 position = vertices[vertex_index]
+ (starts[side]*radius)
+ (direction[side]*(ring-(radius*side)))
+ region_pos;
position.y = region.hexes[hex_index].heights[vertex_index-1] + region.y + raise;
gl_Position = pc.context.proj * pc.context.view * position;
} else {
gl_Position = vec4(0, 0, 0, 0);
color = vec4(0, 0, 0, 0);
}
}