/* * 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) out int out_instance_index; layout(set = 0, binding = 0) uniform UBOView2D { mat4 proj; } ubo_view; layout(set = 1, binding = 0) uniform UBORectangles { vec4 positions[128]; } ubo_sprite_positions; void main() { vec2 coordinate; vec4 position = ubo_sprite_positions.positions[gl_InstanceIndex]; out_instance_index = gl_InstanceIndex; 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 = ubo_view.proj * vec4(coordinate, 0.0, 1.0); }