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).
23 lines
560 B
GLSL
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);
|
|
}
|