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Shapes with live settings, shape editing, knife and hole tools, drawing shapes onto other objects, combining objects (add / subtract / overlap), copies, thickness, painting with stickers and layers, a Layout tab, a Print tab with checks, packed .fry files with autosave, export to GLB, glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash screen, and a website for GitHub Pages in docs/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
21 lines
864 B
GLSL
21 lines
864 B
GLSL
#version 460
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// Particles: a camera-facing quad per sprite, from the vertex index (6 vertices, no buffer).
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#include "backend.glsl"
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PUSH_BLOCK {
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mat4 viewProj;
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vec4 posSize; // xyz centre, w half size
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vec4 color; // rgb (HDR: can be bright), a
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vec4 right; // camera right, w = rotation (radians)
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vec4 up; // camera up, w = texture index (bits)
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} pc;
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layout(location = 0) out vec2 v_uv;
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const vec2 kQuad[6] = vec2[](vec2(-1,-1), vec2(1,-1), vec2(1,1), vec2(-1,-1), vec2(1,1), vec2(-1,1));
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void main() {
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vec2 q = kQuad[VERTEX_ID];
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float c = cos(pc.right.w), s = sin(pc.right.w);
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vec2 r = vec2(c * q.x - s * q.y, s * q.x + c * q.y);
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vec3 world = pc.posSize.xyz + (pc.right.xyz * r.x + pc.up.xyz * r.y) * pc.posSize.w;
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v_uv = q * 0.5 + 0.5;
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v_uv.y = 1.0 - v_uv.y;
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gl_Position = pc.viewProj * vec4(world, 1.0);
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}
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