uniform mat4 ortho;
uniform mat4 transform;
in vec3 position;
in float angle;
in vec2 center;
in vec4 color;
out vec4 f_color;
mat2 rotation2d(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
vec2 rotate(vec2 position, vec2 around, float angle) {
mat2 m = rotation2d(angle);
vec2 rotated = m * (position - around);
return rotated + around;
}
// Convert an sRGB color to linear space.
vec3 linearize(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
vec3 lower = srgb / vec3(12.92);
return mix(higher, lower, cutoff);
}
void main() {
vec2 r = rotate(position.xy, center, angle);
f_color = vec4(linearize(color.rgb), color.a);
gl_Position = ortho * transform * vec4(r, position.z, 1.0);
}