roleplay/client/shader/hex.vert

65 lines
1.5 KiB
GLSL

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#version 450
#extension GL_EXT_buffer_reference : require
#include "hex_common.glsl"
#define PI 3.1415926535897932384626433832795
const float w = 0.5;
const float x = 0.75;
const float z = sqrt(3.0)/4.0;
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const vec4 vertices[] = {
vec4(0, 0, 0, 1),
vec4(w*cos(0*PI/3), 0, w*sin(0*PI/3), 1),
vec4(w*cos(1*PI/3), 0, w*sin(1*PI/3), 1),
vec4(w*cos(2*PI/3), 0, w*sin(2*PI/3), 1),
vec4(w*cos(3*PI/3), 0, w*sin(3*PI/3), 1),
vec4(w*cos(4*PI/3), 0, w*sin(4*PI/3), 1),
vec4(w*cos(5*PI/3), 0, w*sin(5*PI/3), 1),
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};
const uint indices[] = {
0, 2, 1,
0, 3, 2,
0, 4, 3,
0, 5, 4,
0, 6, 5,
0, 1, 6,
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};
const vec4 starts[] = {
vec4( 0, 0, 2*z, 0),
vec4(-x, 0, z, 0),
vec4(-x, 0, -z, 0),
vec4( 0, 0, -2*z, 0),
vec4( x, 0, -z, 0),
vec4( x, 0, z, 0),
};
const vec4 direction[] = {
vec4(-x, 0, -z, 0),
vec4( 0, 0, -2*z, 0),
vec4( x, 0, -z, 0),
vec4( x, 0, z, 0),
vec4( 0, 0, 2*z, 0),
vec4(-x, 0, z, 0),
};
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void main() {
uint radius = 0;
uint ring = 0;
uint side = 0;
uint hex = 0;
if(gl_InstanceIndex != 0) {
radius = uint(floor(0.5 + sqrt(12*gl_InstanceIndex-3)/6));
ring = gl_InstanceIndex - (3*radius*radius - 3*radius + 1);
side = uint(floor(ring/(radius)));
hex = ring - (radius*side);
}
// Calculate position based on radius/ring/side/hex
vec4 position = vertices[indices[gl_VertexIndex]] + (starts[side]*radius) + (direction[side]*hex);
gl_Position = pc.context.proj * pc.context.view * position;
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}