summaryrefslogtreecommitdiff
path: root/glsl/shader_2d.vert.glsl
blob: b053fec7e15bb01175042950520e263f62db70c9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
/*
 * 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 UBOProjection
{
  mat4 proj;
} ubo_projection;

layout(set = 1, 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 = ubo_projection.proj * vec4(coordinate, 0.0, 1.0);
}