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stgsharp/源代码/Output/x64/Debug/net6.0/Shader/vertex.vert
T

33 lines
599 B
GLSL

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTextCoord;
out vec4 TexColor;
out vec2 TexCoord;
uniform vec4 color;
uniform mat4x4 camera;
void main()
{
float as = sin( color.w );
float ac = cos( color.w );
mat4x4 rotation = mat4x4(
ac,-as,0,0,
as,ac,0,0,
0,0,1,0,
0,0,0,1
);
TexColor = color;
TexCoord = aTextCoord;
vec4 temp = (vec4(aPos.xyz,1.0) + vec4(color.yz-vec2(0.5,0.5),0.0,0.0)) * rotation;
gl_Position = /**/ camera * /**/ temp;
}
//struct