planet-wars/frontend/www/static/shaders/vert/simple.glsl

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#ifdef GL_ES
precision mediump float;
#endif
attribute vec2 a_position;
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uniform float u_step_interval;
uniform float u_time;
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uniform vec4 u_viewbox; // [x, y, width, height]
uniform vec2 u_resolution;
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uniform mat3 u_trans;
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uniform mat3 u_trans_next;
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varying vec2 v_pos;
void main() {
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vec3 pos = vec3(a_position, 1.0);
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// float part = fract(u_time / u_step_interval);
mat3 trans = (u_trans_next * (1.0 - u_time)) + (u_trans * u_time);
pos = trans * pos;
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vec2 uv = pos.xy;
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// Viewbox's center is top left, a_position's is in the center to the screen
// So translate and scale the viewbox**
uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
uv /= u_viewbox.zw * 0.5;
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v_pos = (uv.xy + 1.0) * 0.5;
gl_Position = vec4(uv.xy, 0.0, 1.0);
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}