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84 lines
2.1 KiB
GLSL
84 lines
2.1 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout (location = 0) in vec4 inVertex;
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layout (location = 1) in vec4 inColor;
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#ifdef TW_QUAD_TEXTURED
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layout (location = 2) in vec2 inVertexTexCoord;
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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 TmpQuadIndex 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 out vec4 QuadColor;
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#ifndef TW_PUSH_CONST
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layout (location = 1) flat out 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 out vec2 TexCoord;
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#else
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layout (location = 1) noperspective out vec2 TexCoord;
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#endif
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#endif
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void main()
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{
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vec2 FinalPos = vec2(inVertex.xy);
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#ifndef TW_PUSH_CONST
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int TmpQuadIndex = int(gl_VertexIndex / 4) - gPosBO.gQuadOffset;
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#endif
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if(gQuadBO.gUniEls[TmpQuadIndex].gRotation != 0.0)
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{
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float X = FinalPos.x - inVertex.z;
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float Y = FinalPos.y - inVertex.w;
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FinalPos.x = X * cos(gQuadBO.gUniEls[TmpQuadIndex].gRotation) - Y * sin(gQuadBO.gUniEls[TmpQuadIndex].gRotation) + inVertex.z;
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FinalPos.y = X * sin(gQuadBO.gUniEls[TmpQuadIndex].gRotation) + Y * cos(gQuadBO.gUniEls[TmpQuadIndex].gRotation) + inVertex.w;
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}
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FinalPos.x = FinalPos.x / 1024.0 + gQuadBO.gUniEls[TmpQuadIndex].gOffset.x;
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FinalPos.y = FinalPos.y / 1024.0 + gQuadBO.gUniEls[TmpQuadIndex].gOffset.y;
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gl_Position = vec4(gPosBO.gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
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QuadColor = inColor;
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#ifndef TW_PUSH_CONST
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QuadIndex = TmpQuadIndex;
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#endif
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#ifdef TW_QUAD_TEXTURED
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TexCoord = inVertexTexCoord;
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#endif
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}
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