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Cube vertex shader - usage: glDrawArrays(GL_TRIANGLES, 0, 36), disable all vertex arrays
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#version 420 | |
uniform mat4 projection_matrix; | |
uniform mat4 model_matrix; | |
void main() | |
{ | |
int tri = gl_VertexID / 3; | |
int idx = gl_VertexID % 3; | |
int face = tri / 2; | |
int top = tri % 2; | |
int dir = face % 3; | |
int pos = face / 3; | |
int nz = dir >> 1; | |
int ny = dir & 1; | |
int nx = 1 ^ (ny | nz); | |
vec3 d = vec3(nx, ny, nz); | |
float flip = 1 - 2 * pos; | |
vec3 n = flip * d; | |
vec3 u = -d.yzx; | |
vec3 v = flip * d.zxy; | |
float mirror = -1 + 2 * top; | |
vec3 xyz = n + mirror*(1-2*(idx&1))*u + mirror*(1-2*(idx>>1))*v; | |
gl_Position = projection_matrix * model_matrix * vec4(xyz, 1.0); | |
} |
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