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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_solid.vert.glsl
parentb0b61c117c6e2bc7693802f005a2888e7cc073c2 (diff)
refa Use Push constants for sprites and rectangles
Diffstat (limited to 'glsl/shader_2d_solid.vert.glsl')
-rw-r--r--glsl/shader_2d_solid.vert.glsl57
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diff --git a/glsl/shader_2d_solid.vert.glsl b/glsl/shader_2d_solid.vert.glsl
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+/*
+ * 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(push_constant) uniform PCSprite
+{
+ vec4 position;
+} sprite;
+
+void
+main()
+{
+ vec2 coordinate;
+
+ out_texture_coord = in_texture_coord;
+
+ switch(gl_VertexIndex)
+ {
+ case 0:
+ coordinate = vec2(sprite.position.x, sprite.position.y);
+ break;
+ case 1:
+ coordinate = vec2(sprite.position.x, sprite.position.w);
+ break;
+ case 2:
+ coordinate = vec2(sprite.position.z, sprite.position.y);
+ break;
+ case 3:
+ coordinate = vec2(sprite.position.z, sprite.position.w);
+ break;
+ }
+ gl_Position = ubo_view.proj * vec4(coordinate, 0.0, 1.0);
+}