#line 2 /* * Copyright (c) 2022-2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision mediump sampler2D; layout(location = 0) in vec2 a_position2f; layout(location = 1) in vec3 p_position3f; layout(location = 2) in vec2 p_texCoords2i; layout(location = 3) in vec2 p_lightMap2f; layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i; layout(location = 5) in vec4 p_color4f; out vec2 v_texCoord2f; out vec4 v_color4f; uniform mat4 u_matrixTransform; uniform vec3 u_texCoordSize2f_particleSize1f; uniform vec4 u_transformParam_1_2_3_4_f; uniform float u_transformParam_5_f; uniform vec4 u_color4f; uniform sampler2D u_lightmapTexture; void main() { v_color4f = u_color4f * p_color4f.bgra * texture(u_lightmapTexture, p_lightMap2f); vec2 tex2f = a_position2f * 0.5 + 0.5; tex2f.y = 1.0 - tex2f.y; tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y; v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy; float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x; vec3 pos3f = p_position3f; vec2 spos2f = a_position2f * particleSize; pos3f.x += u_transformParam_1_2_3_4_f.x * spos2f.x; pos3f.x += u_transformParam_1_2_3_4_f.w * spos2f.y; pos3f.y += u_transformParam_1_2_3_4_f.y * spos2f.y; pos3f.z += u_transformParam_1_2_3_4_f.z * spos2f.x; pos3f.z += u_transformParam_5_f * spos2f.y; gl_Position = u_matrixTransform * vec4(pos3f, 1.0); }