From 62367a0bcca75c45eb3e7d1582c4fff18827ddc7 Mon Sep 17 00:00:00 2001 From: Frederico Linhares Date: Fri, 6 Jan 2023 17:30:12 -0300 Subject: refa Use Push constants for sprites and rectangles --- glsl/shader_2d_solid.vert.glsl | 57 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) create mode 100644 glsl/shader_2d_solid.vert.glsl (limited to 'glsl/shader_2d_solid.vert.glsl') diff --git a/glsl/shader_2d_solid.vert.glsl b/glsl/shader_2d_solid.vert.glsl new file mode 100644 index 0000000..bf0e237 --- /dev/null +++ b/glsl/shader_2d_solid.vert.glsl @@ -0,0 +1,57 @@ +/* + * 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); +} -- cgit v1.2.3