#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); } }