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#version 450
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// This file contains the raw math performed by the matrices in vert.vert
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// Matrices are still used for rotation, though.
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layout(std430, set = 0, binding = 0) buffer positions_buffer {
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mat2x4 posnrm[];
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} pos;
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layout(push_constant, std430) uniform pc {
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layout(offset=0) mat4 data;
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layout(offset=64) vec4 offst;
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};
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layout (location = 0) out vec4 normal;
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layout (location = 1) out vec4 pos_pre;
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layout (location = 2) out vec4 pos_post;
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const float PI = 3.14159;
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const float TAU = PI*2.0;
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void main() {
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normal = pos.posnrm[gl_VertexIndex][1];
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pos_pre = pos.posnrm[gl_VertexIndex][0];
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float zFar = 100.0;
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float zNear = 0.1;
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vec3 cam_orig = offst.xyz;
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vec2 cam_rot = vec2(data[3].w, offst.w);
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gl_Position = pos.posnrm[gl_VertexIndex][0];
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gl_Position.xyz += cam_orig;
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pos_post = gl_Position;
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mat2 xz_rot;
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xz_rot[0] = vec2(cos(cam_rot.y), -sin(cam_rot.y));
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xz_rot[1] = vec2(sin(cam_rot.y), cos(cam_rot.y));
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gl_Position.xz *= inverse(xz_rot);
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mat2 yz_rot;
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yz_rot[0] = vec2(cos(cam_rot.x), -sin(cam_rot.x));
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yz_rot[1] = vec2(sin(cam_rot.x), cos(cam_rot.x));
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gl_Position.yz *= inverse(yz_rot);
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gl_Position.x *= (1080.0/1920.0);
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gl_Position.w = (gl_Position.z*sin(140.0/360.0*TAU));
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gl_Position.z -= zNear;
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gl_Position.z /= zFar;
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}
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