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