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combattest/shaders/geometry.vert
T
2026-11-08 07:45:01 -05:00

46 lines
1.3 KiB
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 modl;
uniform int uvMode = 0; // 0 = stretch, 1 = tile
uniform vec3 tileScale = vec3(1.0);
uniform vec2 uvOffset = vec2(0.0);
// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
mat3 CofactorMatrix(mat3 m)
{
return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
}
// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces,
// so every face of a stretched cube repeats at the same size
vec2 SurfaceUV()
{
if (uvMode == 0) return aTexCoord + uvOffset;
// Unscale the normal first, so a stretched mesh picks the axis it faces in the world
vec3 n = abs(aNormal / max(tileScale, vec3(1e-4)));
vec3 p = aPos * tileScale;
if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
if (n.x >= n.z) return p.zy + uvOffset;
return p.xy + uvOffset;
}
void main()
{
vec4 worldPos = modl * vec4(aPos, 1.0);
FragPos = worldPos.xyz;
Normal = normalize(CofactorMatrix(mat3(modl)) * aNormal);
TexCoord = SurfaceUV();
gl_Position = proj * view * worldPos;
}