#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)/2.0; 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, z, 0), // 0, -1 vec4(-x, 0, z/2, 0), // -1, 0 vec4(-x, 0, -z/2, 0), // -1, +1 vec4( 0, 0, -z, 0), // 0, +1 vec4( x, 0, -z/2, 0), // +1, 0 vec4( x, 0, z/2, 0), // +1, -1 }; const vec2 start_coords[] = { vec2(0, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, 1), vec2(1, 0), vec2(1, -1), }; const vec4 direction[] = { vec4(-x, 0, -z/2, 0), vec4( 0, 0, -z, 0), vec4( x, 0, -z/2, 0), vec4( x, 0, z/2, 0), vec4( 0, 0, z, 0), vec4(-x, 0, z/2, 0), }; const vec2 direction_coords[] = { vec2(-1, 1), vec2(0, 1), vec2(1, 0), vec2(1, -1), vec2(0, -1), vec2(-1, 0), }; layout(location=0) out vec4 color; vec4 int2color(uint color_int) { float r = float((color_int >> 24) & 0xFF); float g = float((color_int >> 16) & 0xFF); float b = float((color_int >> 8) & 0xFF); float a = float((color_int >> 0) & 0xFF); return vec4(r, g, b, a)/255.0; } const int region_size = 10; const float region_width = x*(2*region_size-1); const float region_height = z*(2*region_size-1); const int region_hex_count = 3*region_size*(region_size-1)+1; void main() { int region_index = gl_InstanceIndex/region_hex_count; int hex_index = gl_InstanceIndex - (region_index*region_hex_count); Region region = pc.context.regions[region_index]; 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; } else { position.y = region.hexes[hex_index].heights[indices[gl_VertexIndex]-1]; } color = int2color(region.hexes[hex_index].colors[indices[gl_VertexIndex]]); vec2 hex_qr = start_coords[side]*radius + direction_coords[side]*(ring-(radius*side)); vec4 hex_pos = vec4(0, 0, 0, 1); hex_pos.x = x*hex_qr.x; hex_pos.z = -z*hex_qr.y - z*hex_qr.x/2; vec4 world_pos = vec4(0, 0, 0, 1); world_pos.x = hex_pos.x + region_pos.x; world_pos.z = hex_pos.z + region_pos.z; color = vec4(world_pos.x/10+0.5, 0, world_pos.z/10+0.5, 1); /* vec2 world_qr; world_qr.x = (x*hex_qr.x + (region_qr.x+region_qr.y/2)*region_width - region_qr.y*x/2)/x; world_qr.y = -(-z*hex_qr.y - z*hex_qr.x/2 + 0.75*region_qr.y*region_height + 0.25*region_qr.y*z + 0.5*region_qr.x*z)/z - (x*hex_qr.x + (region_qr.x+region_qr.y/2)*region_width - region_qr.y*x/2)/(2*x); vec2 world_qr = vec2(0, 0); world_qr.x = world_pos.x/x; world_qr.y = -world_pos.z/z - world_pos.x/(2*x); */ gl_Position = pc.context.proj * pc.context.view * position; }