group_bot/assets/voxygen/shaders/debug-vert.glsl

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2024-06-13 23:16:24 +00:00
#version 440 core
#include <globals.glsl>
layout (location = 0)
in vec3 v_pos;
layout (location = 1)
in vec4 v_color;
layout (location = 2)
in vec3 v_norm;
layout (std140, set = 2, binding = 0)
uniform u_locals {
vec4 w_pos;
vec4 w_color;
vec4 w_ori;
};
layout (location = 0)
out vec4 f_color;
layout (location = 1)
out vec3 f_pos;
layout (location = 2)
out vec3 f_norm;
void main() {
f_color = w_color * v_color;
// Build rotation matrix
// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Rotation_matrices
mat3 rotation_matrix;
float q0 = w_ori[3];
float q1 = w_ori[0];
float q2 = w_ori[1];
float q3 = w_ori[2];
float r00 = 1 - 2 * (pow(q2, 2) + pow(q3, 2));
float r01 = 2 * (q1 * q2 - q0 * q3);
float r02 = 2 * (q0 * q2 + q1 * q3);
rotation_matrix[0] = vec3(r00, r01, r02);
float r10 = 2 * (q1 * q2 + q0 * q3);
float r11 = 1 - 2 * (pow(q1, 2) + pow(q3, 2));
float r12 = 2 * (q2 * q3 - q0 * q1);
rotation_matrix[1] = vec3(r10, r11, r12);
float r20 = 2 * (q1 * q3 - q0 * q2);
float r21 = 2 * (q0 * q1 + q2 * q3);
float r22 = 1 - 2 * (pow(q1, 2) + pow(q2, 2));
rotation_matrix[2] = vec3(r20, r21, r22);
f_pos = (v_pos * rotation_matrix + w_pos.xyz) - focus_off.xyz;
f_norm = normalize(v_norm);
gl_Position = all_mat * vec4(f_pos, 1);
}