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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 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 = vec4(coordinate, 0.0, 1.0);
+}