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#include "snowflake_vert.h"
const char* shader_snowflake_vert = "// Instanced snowflake vertex shader \n"
"attribute vec2 position; // Base quad vertex position \n"
"attribute vec2 instancePos; // Per-instance: snowflake center position \n"
"attribute float instanceRot; // Per-instance: rotation angle \n"
"attribute float instanceScale; // Per-instance: size scale \n"
"attribute float instanceSeed; // Per-instance: random seed for variation \n"
" \n"
"uniform mat4 projection; \n"
"uniform mat4 model; \n"
" \n"
"varying lowp vec2 vUV; // UV coordinates for fragment shader \n"
"varying lowp float vSeed; // Pass seed to fragment shader \n"
"varying lowp float vScale; // Pass scale to fragment shader \n"
" \n"
"void main() { \n"
" // Rotate and scale the base quad \n"
" float c = cos(instanceRot); \n"
" float s = sin(instanceRot); \n"
" mat2 rotation = mat2(c, s, -s, c); \n"
" \n"
" vec2 rotatedPos = rotation * (position * instanceScale); \n"
" vec2 worldPos = instancePos + rotatedPos; \n"
" \n"
" gl_Position = projection * model * vec4(worldPos, 0.0, 1.0); \n"
" \n"
" // Pass UV in range [-1, 1] for procedural generation \n"
" vUV = position; \n"
" vSeed = instanceSeed; \n"
" vScale = instanceScale; \n"
"} \n"
" \n";
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