Files
sanspie 17cb5e4291 Stage 2-5: assets, scene/ECS, editor, 3D, and Aego Script
Stage 2: render pipeline and UI toolkit over gpu/platform.
Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS.
Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth).
Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
2026-10-08 13:17:28 +03:00

23 lines
560 B
GLSL

#version 330 core
layout(location = 0) in vec3 i_pos;
layout(location = 1) in vec3 i_right;
layout(location = 2) in vec3 i_down;
layout(location = 3) in vec4 i_uv;
layout(location = 4) in vec4 i_color;
layout(std140) uniform ub0 {
mat4 u_view_proj;
};
out vec2 v_uv;
out vec4 v_color;
void main() {
vec2 corner = vec2(float(gl_VertexID & 1), float((gl_VertexID >> 1) & 1));
vec3 p = i_pos + i_right * corner.x + i_down * corner.y;
v_uv = mix(i_uv.xy, i_uv.zw, corner);
v_color = i_color;
gl_Position = u_view_proj * vec4(p, 1.0);
}