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Author: theagentd (posted 2012-11-02 12:51:49, viewed 203 times)

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//VERTEX SHADER

#version 330

#define POSITION 0
#define ROTATION 1
#define SIZE 2
#define COLOR 3

layout(location = POSITION) in vec2 position;
layout(location = ROTATION) in float rotation;
layout(location = SIZE) in vec2 size;
layout(location = COLOR) in vec4 color;

out vec2 vPosition;
out float vRotation;
out vec2 vSize;
out vec4 vColor;

void main(){
   vPosition = position;
   vRotation = rotation;
   vSize = size;
   vColor = color;
}








//GEOMETRY SHADER

#version 330

layout(points) in;
layout(triangle_strip, max_vertices = 4) out;

uniform vec2 screenSize;

in vec2[] vPosition;
in float[] vRotation;
in vec2[] vSize;
in vec4[] vColor;

out vec2 texCoords;
out vec4 color;

vec4 toScreen(vec2 pos){
   vec4 result = vec4(pos * 2 / screenSize - 1, 0, 1); 
   result.y = -result.y; //Flip y ftw
    return result;
}

void main() {
   
   color = vColor[0];
   
   float sin = sin(vRotation[0]);
   float cos = cos(vRotation[0]);
   mat2 rotationMatrix = mat2(
      cos, -sin,
      sin, cos
   );
   
   gl_Position = toScreen(vPosition[0] + rotationMatrix * (vSize[0]*vec2(-0.5, -0.5)));
   texCoords = vec2(0, 0);
   EmitVertex();
   
   gl_Position = toScreen(vPosition[0] + rotationMatrix * (vSize[0]*vec2(0.5, -0.5)));
   texCoords = vec2(1, 0);
   EmitVertex();
   
   gl_Position = toScreen(vPosition[0] + rotationMatrix * (vSize[0]*vec2(-0.5, 0.5)));
   texCoords = vec2(0, 1);
   EmitVertex();
   
   gl_Position = toScreen(vPosition[0] + rotationMatrix * (vSize[0]*vec2(0.5, 0.5)));
   texCoords = vec2(1, 1);
   EmitVertex();
   
   
    EndPrimitive();
}






//FRAGMENT SHADER:
#version 330

#define COLOR 0

uniform sampler2D sampler;

in vec2 texCoords;
in vec4 color;

layout(location = COLOR) out vec4 fragColor;

void main()
{
   vec4 texColor = texture(sampler, texCoords);
   texColor.rgb *= color.a; //Correct for premultiplied alpha
    fragColor = texColor * color;
}





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