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Diffstat (limited to 'glsl/shader_2d.vert.glsl')
-rw-r--r-- | glsl/shader_2d.vert.glsl | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/glsl/shader_2d.vert.glsl b/glsl/shader_2d.vert.glsl new file mode 100644 index 0000000..6e8ac59 --- /dev/null +++ b/glsl/shader_2d.vert.glsl @@ -0,0 +1,53 @@ +/* + * 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); +} |