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/*
* 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);
}
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