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MapLibreParticleLab/shaders/drawable.background_pattern.vertex.glsl
Alex Cristici cca3adb375 Layer group uniforms (#2247)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-18 14:22:11 +03:00

33 lines
1.1 KiB
GLSL

layout (std140) uniform BackgroundPatternDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_tile_units_to_pixels;
highp float drawable_pad1, drawable_pad2, drawable_pad3;
};
layout (std140) uniform BackgroundPatternLayerUBO {
highp vec2 u_pattern_tl_a;
highp vec2 u_pattern_br_a;
highp vec2 u_pattern_tl_b;
highp vec2 u_pattern_br_b;
highp vec2 u_texsize;
highp vec2 u_pattern_size_a;
highp vec2 u_pattern_size_b;
highp float u_scale_a;
highp float u_scale_b;
highp float u_mix;
highp float u_opacity;
highp float layer_pad1, layer_pad2;
};
layout (location = 0) in vec2 a_pos;
out mediump vec2 v_pos_a;
out mediump vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
}