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authorFrederico Linhares <fred@linhares.blue>2023-01-06 17:30:12 -0300
committerFrederico Linhares <fred@linhares.blue>2023-01-06 17:30:12 -0300
commit62367a0bcca75c45eb3e7d1582c4fff18827ddc7 (patch)
tree0ac14c45bd0236104034d47401edc407ec94c94a /glsl/shader_2d.vert.glsl
parentb0b61c117c6e2bc7693802f005a2888e7cc073c2 (diff)
refa Use Push constants for sprites and rectangles
Diffstat (limited to 'glsl/shader_2d.vert.glsl')
-rw-r--r--glsl/shader_2d.vert.glsl58
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);
-}