35 lines
837 B
GLSL

#include "entity.glsl"
// Outputs to fragment shader
out vec2 v_TextureCoord;
flat out int v_Entity;
void main() {
int entityIndex = gl_InstanceID;
int indiceIndex = gl_VertexID % 6;
Entity entity = entities[entityIndex];
vec4 quadPos = entityGetCoordinates(entity);
vec4 quadUVs = entityGetUVs(entity);
vec2 vertex;
vec2 uv;
if(indiceIndex == 0 || indiceIndex == 4) {
vertex = quadPos.xy;
uv = quadUVs.xy;
} else if(indiceIndex == 1) {
vertex = quadPos.zy;
uv = quadUVs.zy;
} else if(indiceIndex == 2 || indiceIndex == 5) {
vertex = quadPos.zw;
uv = quadUVs.zw;
} else if(indiceIndex == 3) {
vertex = quadPos.xw;
uv = quadUVs.xw;
}
gl_Position = transforms.projection * transforms.view * vec4(vertex, 0.0, 1.0);
v_TextureCoord = uv;
v_Entity = entityIndex;
}