roleplay/client/shader/hex_highlight.vert

54 lines
1.7 KiB
GLSL

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#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.highlights.h[gl_InstanceIndex].hex;
if(hex_index != 0xFFFFFFFF) {
Region region = pc.context.regions[pc.context.highlights.h[gl_InstanceIndex].region];
color = pc.context.highlights.h[gl_InstanceIndex].color;
float raise = pc.context.highlights.h[gl_InstanceIndex].offset;
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[indices[gl_VertexIndex]]
+ (starts[side]*radius)
+ (direction[side]*(ring-(radius*side)))
+ region_pos;
if(gl_VertexIndex % 3 == 0) {
position.y = (region.hexes[hex_index].heights[0] +
region.hexes[hex_index].heights[1] +
region.hexes[hex_index].heights[2] +
region.hexes[hex_index].heights[3] +
region.hexes[hex_index].heights[4] +
region.hexes[hex_index].heights[5])/6 + region.y;
} else {
position.y = region.hexes[hex_index].heights[indices[gl_VertexIndex]-1] + region.y;
}
position.y += raise;
gl_Position = pc.context.proj * pc.context.view * position;
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} else {
gl_Position = vec4(0, 0, 0, 0);
color = vec4(0, 0, 0, 0);
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}
}