#line 2

/*
* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 * 
 */

EAGLER_VSH_LAYOUT_BEGIN()
EAGLER_IN(0, vec2, a_position2f)
EAGLER_IN(1, vec3, p_position3f)
EAGLER_IN(2, vec2, p_texCoords2i)
EAGLER_IN(3, vec2, p_lightMap2f)
EAGLER_IN(4, vec2, p_particleSize_texCoordsSize_2i)
EAGLER_IN(5, vec4, p_color4f)
EAGLER_VSH_LAYOUT_END()

EAGLER_OUT(vec2, v_texCoord2f)
EAGLER_OUT(vec4, v_color4f)

uniform mat4 u_matrixTransform;
uniform vec3 u_texCoordSize2f_particleSize1f;
uniform vec3 u_transformParam_1_2_5_f;
uniform vec2 u_transformParam_3_4_f;
uniform vec4 u_color4f;

uniform sampler2D u_lightmapTexture;

void main() {
    v_color4f = u_color4f * p_color4f.bgra * EAGLER_TEXTURE_2D(u_lightmapTexture, p_lightMap2f);
    
    vec2 tex2f = a_position2f * 0.5 + 0.5;
    tex2f.y = 1.0 - tex2f.y;
    tex2f = p_texCoords2i + tex2f * p_particleSize_texCoordsSize_2i.y;
    v_texCoord2f = tex2f * u_texCoordSize2f_particleSize1f.xy;
    
    float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
    
    vec3 pos3f = p_position3f;
    vec2 spos2f = a_position2f * particleSize;
    pos3f += u_transformParam_1_2_5_f * spos2f.xyy;
    pos3f.zx += u_transformParam_3_4_f * spos2f;
    
    EAGLER_VERT_POSITION = u_matrixTransform * vec4(pos3f, 1.0);
}
