ddnet/data/shader/vulkan/quad.frag

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2022-03-20 17:04:00 +00:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#ifdef TW_QUAD_TEXTURED
layout (set = 0, binding = 0) uniform sampler2D gTextureSampler;
#endif
#ifdef TW_QUAD_TEXTURED
#define UBOSetIndex 1
#else
#define UBOSetIndex 0
#endif
struct SQuadUniformEl {
vec4 gVertColor;
vec2 gOffset;
float gRotation;
};
#ifndef TW_PUSH_CONST
#define TW_MAX_QUADS 256
layout (std140, set = UBOSetIndex, binding = 1) uniform SOffBO {
uniform SQuadUniformEl gUniEls[TW_MAX_QUADS];
} gQuadBO;
#else
#define gQuadBO gPosBO
#define QuadIndex 0
#endif
layout(push_constant) uniform SPosBO {
layout(offset = 0) uniform mat4x2 gPos;
#ifdef TW_PUSH_CONST
layout(offset = 32) uniform SQuadUniformEl gUniEls[1];
layout(offset = 64) uniform int gQuadOffset;
#else
layout(offset = 32) uniform int gQuadOffset;
#endif
} gPosBO;
layout (location = 0) noperspective in vec4 QuadColor;
#ifndef TW_PUSH_CONST
layout (location = 1) flat in int QuadIndex;
#endif
#ifdef TW_QUAD_TEXTURED
#ifndef TW_PUSH_CONST
layout (location = 2) noperspective in vec2 TexCoord;
#else
layout (location = 1) noperspective in vec2 TexCoord;
#endif
#endif
layout (location = 0) out vec4 FragClr;
void main()
{
#ifdef TW_QUAD_TEXTURED
vec4 TexColor = texture(gTextureSampler, TexCoord);
FragClr = TexColor * QuadColor * gQuadBO.gUniEls[QuadIndex].gVertColor;
#else
FragClr = QuadColor * gQuadBO.gUniEls[QuadIndex].gVertColor;
#endif
}