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author | Frederico Linhares <fred@linhares.blue> | 2023-01-06 17:30:12 -0300 |
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committer | Frederico Linhares <fred@linhares.blue> | 2023-01-06 17:30:12 -0300 |
commit | 62367a0bcca75c45eb3e7d1582c4fff18827ddc7 (patch) | |
tree | 0ac14c45bd0236104034d47401edc407ec94c94a /glsl/shader_2d.vert.glsl | |
parent | b0b61c117c6e2bc7693802f005a2888e7cc073c2 (diff) |
refa Use Push constants for sprites and rectangles
Diffstat (limited to 'glsl/shader_2d.vert.glsl')
-rw-r--r-- | glsl/shader_2d.vert.glsl | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/glsl/shader_2d.vert.glsl b/glsl/shader_2d.vert.glsl deleted file mode 100644 index 5c5a243..0000000 --- a/glsl/shader_2d.vert.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright 2022 Frederico de Oliveira Linhares - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#version 450 -#extension GL_ARB_separate_shader_objects : enable - -layout(location = 0) in vec2 in_texture_coord; - -layout(location = 0) out vec2 out_texture_coord; - -layout(set = 0, binding = 0) uniform UBOView2D -{ - mat4 proj; -} ubo_view; - -layout(set = 1, binding = 0) uniform UBOSpritePositions -{ - vec4 positions[128]; -} ubo_sprite_positions; - -void -main() -{ - vec2 coordinate; - vec4 position = ubo_sprite_positions.positions[gl_InstanceIndex]; - - out_texture_coord = in_texture_coord; - - switch(gl_VertexIndex) - { - case 0: - coordinate = vec2(position.x, position.y); - break; - case 1: - coordinate = vec2(position.x, position.w); - break; - case 2: - coordinate = vec2(position.z, position.y); - break; - case 3: - coordinate = vec2(position.z, position.w); - break; - } - gl_Position = ubo_view.proj * vec4(coordinate, 0.0, 1.0); -} |