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#version 440
layout(location = 0) in vec2 vPos;
layout(location = 1) in vec2 vTex;
layout(location = 0) out vec4 fTexS;
layout(location = 1) out float progress;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec4 animPos; // x,y, x,y (two frames for interpolation)
vec3 animData; // w,h(premultiplied of anim), interpolation progress
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
progress = ubuf.animData.z;
// Calculate frame location in texture
fTexS.xy = ubuf.animPos.xy + vTex.xy * ubuf.animData.xy;
// Next frame is also passed, for interpolation
fTexS.zw = ubuf.animPos.zw + vTex.xy * ubuf.animData.xy;
gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0, 1);
}
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