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30
shaders/ecs_billboard.vert
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30
shaders/ecs_billboard.vert
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// ECS billboard instanced vertex shader.
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// Per-instance: camera-relative position and size.
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// UVs are generated per-corner from gl_VertexID.
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layout(location = 0) in vec3 i_position;
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layout(location = 1) in float i_size;
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out vec2 f_uv;
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out vec4 f_pos;
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#include <common>
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const vec2 corners[6] = vec2[6](
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vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 0.5, 0.5),
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vec2(-0.5, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 0.5)
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);
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const vec2 uvs[6] = vec2[6](
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vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(1.0, 1.0),
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vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(0.0, 1.0)
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);
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void main()
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{
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int idx = gl_VertexID;
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vec3 right = vec3(inv_view[0]);
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vec3 up = vec3(inv_view[1]);
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vec3 worldPos = i_position + (right * corners[idx].x + up * corners[idx].y) * i_size;
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f_pos = modelview * vec4(worldPos, 1.0);
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gl_Position = projection * f_pos;
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f_uv = uvs[idx];
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}
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