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+/*
+ * Copyright 2022-2023 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 DataTransferObject
+{
+ vec4 frag_color;
+ vec2 frag_texture_coord;
+} out_dto;
+
+layout(set = 0, binding = 0) uniform UBOWorld
+{
+ vec4 ambient_light_color;
+} ubo_world;
+
+layout(set = 1, binding = 0) uniform UBOView
+{
+ mat4 view;
+ mat4 proj;
+} ubo_view;
+
+layout(set = 2, binding = 0) uniform UBOSprite3D
+{
+ vec3 position;
+ vec2 size;
+} ubo_position;
+
+void
+main()
+{
+ vec4 position = vec4(ubo_position.position, 1.0);
+ position = ubo_view.view * position;
+ switch(gl_VertexIndex)
+ {
+ case 0:
+ position.x -= ubo_position.size.x/2;
+ position.y -= ubo_position.size.y/2;
+ break;
+ case 1:
+ position.x -= ubo_position.size.x/2;
+ position.y += ubo_position.size.y/2;
+ break;
+ case 2:
+ position.x += ubo_position.size.x/2;
+ position.y -= ubo_position.size.y/2;
+ break;
+ case 3:
+ position.x += ubo_position.size.x/2;
+ position.y += ubo_position.size.y/2;
+ break;
+ }
+ gl_Position = ubo_view.proj * position;
+
+ out_dto.frag_color = ubo_world.ambient_light_color;
+ out_dto.frag_texture_coord = in_texture_coord;
+}