#version 450 layout(set = 0, binding = 0) uniform sampler2D uComposite; layout(push_constant) uniform Push { vec4 rect; vec2 playerUV; float rotation; float arrowRotation; float zoomRadius; int squareShape; float opacity; } push; layout(location = 0) in vec2 TexCoord; layout(location = 0) out vec4 outColor; float cross2d(vec2 a, vec2 b) { return a.x * b.y - a.y * b.x; } bool pointInTriangle(vec2 p, vec2 a, vec2 b, vec2 c) { float d1 = cross2d(b - a, p - a); float d2 = cross2d(c - b, p - b); float d3 = cross2d(a - c, p - c); bool hasNeg = (d1 < 0.0) || (d2 < 0.0) || (d3 < 0.0); bool hasPos = (d1 > 0.0) || (d2 > 0.0) || (d3 > 0.0); return !(hasNeg && hasPos); } void main() { vec2 center = TexCoord - 0.5; float dist = length(center); if (push.squareShape == 0) { if (dist > 0.5) discard; } float cs = cos(push.rotation); float sn = sin(push.rotation); vec2 rotated = vec2(center.x * cs - center.y * sn, center.x * sn + center.y * cs); vec2 mapUV = push.playerUV + vec2(-rotated.x, rotated.y) * push.zoomRadius * 2.0; vec4 mapColor = texture(uComposite, mapUV); // Player arrow float acs = cos(push.arrowRotation); float asn = sin(push.arrowRotation); vec2 ac = center; vec2 arrowPos = vec2(-(ac.x * acs - ac.y * asn), ac.x * asn + ac.y * acs); vec2 tip = vec2(0.0, -0.04); vec2 left = vec2(-0.02, 0.02); vec2 right = vec2(0.02, 0.02); if (pointInTriangle(arrowPos, tip, left, right)) { mapColor = vec4(1.0, 0.8, 0.0, 1.0); } // Dark border ring float border = smoothstep(0.48, 0.5, dist); if (push.squareShape == 0) { mapColor.rgb *= 1.0 - border * 0.7; } outColor = vec4(mapColor.rgb, mapColor.a * push.opacity); }