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v/examples/sokol/05_instancing_glsl/rt_glsl_instancing.glsl

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//------------------------------------------------------------------------------
// Shader code for texcube-sapp sample.
//
// NOTE: This source file also uses the '#pragma sokol' form of the
// custom tags.
//------------------------------------------------------------------------------
//#pragma sokol @ctype mat4 hmm_mat4
#pragma sokol @vs vs_i
uniform vs_params_i {
mat4 mvp;
};
in vec4 pos;
in vec4 color0;
in vec2 texcoord0;
in vec4 inst_pos;
out vec4 color;
out vec4 color_inst;
out vec2 uv;
const vec4 palette[10] = vec4[10](
vec4(1,0,0,1),
vec4(0,1,0,1),
vec4(0,0,1,1),
vec4(1,1,0,1),
vec4(0,1,1,1),
vec4(1,1,1,1),
vec4(0,0,0,1),
vec4(0.2,0.2,0.2,1),
vec4(0.3,0.3,0.3,1),
vec4(0.9,0.9,0.9,1)
);
void main() {
vec4 delta_pos = vec4(inst_pos.xyz,0);
float w = inst_pos.w;
color_inst = palette[int(w)];
gl_Position = mvp * (pos + delta_pos);
color = color0;
uv = texcoord0/4;
}
#pragma sokol @end
#pragma sokol @fs fs_i
uniform sampler2D tex;
in vec4 color;
in vec4 color_inst;
in vec2 uv;
out vec4 frag_color;
void main() {
vec4 c = color;
vec4 txt = texture(tex, uv);
c = txt * c * color_inst;
frag_color = c ;
}
#pragma sokol @end
#pragma sokol @program instancing vs_i fs_i