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/*
* 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;
}
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