/* * 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; }