Files
kitty/kitty/bgimage_vertex.glsl

49 lines
1.2 KiB
GLSL

#define left 0
#define top 1
#define right 2
#define bottom 3
#define tex_left 0
#define tex_top 0
#define tex_right 1
#define tex_bottom 1
#define x_axis 0
#define y_axis 1
#define window i
#define image i + 2
uniform float tiled;
uniform vec4 sizes; // [ window_width, window_height, image_width, image_height ]
uniform vec4 positions; // [ left, top, right, bottom ]
out vec2 texcoord;
const vec2 tex_map[] = vec2[4](
vec2(tex_left, tex_top),
vec2(tex_left, tex_bottom),
vec2(tex_right, tex_bottom),
vec2(tex_right, tex_top)
);
float scale_factor(float window_size, float image_size) {
return window_size / image_size;
}
float tiling_factor(int i) {
return tiled * scale_factor(sizes[window], sizes[image]) + (1 - tiled);
}
void main() {
vec2 pos_map[] = vec2[4](
vec2(positions[left], positions[top]),
vec2(positions[left], positions[bottom]),
vec2(positions[right], positions[bottom]),
vec2(positions[right], positions[top])
);
vec2 tex_coords = tex_map[gl_VertexID];
texcoord = vec2(
tex_coords[x_axis] * tiling_factor(x_axis),
tex_coords[y_axis] * tiling_factor(y_axis)
);
gl_Position = vec4(pos_map[gl_VertexID], 0, 1);
}