ddnet/data/shader/vulkan/tile_border.vert

34 lines
877 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec2 inVertex;
#ifdef TW_TILE_TEXTURED
layout (location = 1) in uvec4 inVertexTexCoord;
#endif
layout(push_constant) uniform SPosBO {
layout(offset = 0) uniform mat4x2 gPos;
layout(offset = 32) uniform vec2 gOffset;
layout(offset = 40) uniform vec2 gScale;
} gPosBO;
#ifdef TW_TILE_TEXTURED
layout (location = 0) noperspective out vec3 TexCoord;
#endif
void main()
{
// scale then position vertex
vec2 VertexPos = (inVertex * gPosBO.gScale) + gPosBO.gOffset;
gl_Position = vec4(gPosBO.gPos * vec4(VertexPos, 0.0, 1.0), 0.0, 1.0);
#ifdef TW_TILE_TEXTURED
// scale the texture coordinates too
vec2 TexScale = gPosBO.gScale;
if (inVertexTexCoord.w > 0)
TexScale = gPosBO.gScale.yx;
TexCoord = vec3(vec2(inVertexTexCoord.xy) * TexScale, float(inVertexTexCoord.z));
#endif
}