#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; 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), }; const uint indices[] = { 0, 2, 1, 0, 3, 2, 0, 4, 3, 0, 5, 4, 0, 6, 5, 0, 1, 6, }; 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), }; 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; }