104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="InternalResource"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace StgSharp.Internal
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{
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internal partial class InternalIO
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{
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#region ControllingItemRender
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internal const string ControlItemRenderVertexShader = """
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""";
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#endregion
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#region CollisionTexture
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internal static ReadOnlySpan<byte> CollisionTextureVertexShader
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{
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get => """
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#version 430 core
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layout(location = 0) in vec2 localCollisionCoord;
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layout(location = 1) in vec2 spaceCoord;
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layout(location = 2) in float rotation;
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layout(location = 3) in float scaling;
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uniform vec2 target;
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uniform mat2 projection;
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void main()
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{
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mat2 scaling = mat2(
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scaling,0,
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0,scaling );
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mat2 rotation = mat2(
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cos(rotation),-sin(rotation),
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sin(rotation),cos(rotation) );
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vec2 realCoord = (rotation * scaling * localCollisionCoord) + spaceCoord - target;
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realCoord = projection * realCoord;
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float dist = distance(realCoord, vec2(0,0));
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float angle = atan(realCoord.y, realCoord.x);
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gl_Position = vec4(angle, realCoord.y, dist, 1);
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}
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"""u8;
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}
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internal static ReadOnlySpan<byte> CollisionTextureFragmentShader
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{
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get => """
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#version 430 core
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out vec4 Color;
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uniform float range;
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void main()
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{
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float dist = gl_FragCoord.z;
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if(dist > range)
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{
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discard;
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}
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dist /= range;
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gl_FragDepth = min(dist, gl_FragDepth);
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Color = vec4(dist,0,0,1);
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}
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"""u8;
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}
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#endregion
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}
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}
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