ugui/resources/shaders/source/ugui.vert.glsl

47 lines
1.2 KiB
GLSL

#version 450
/* Combined vertex shader to render UGUI commands */
// Viewport size in pixels
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
};
// inputs
layout(location = 0) in ivec2 in_position;
layout(location = 1) in ivec4 in_attr; // quad x,y,w,h
layout(location = 2) in ivec2 in_uv;
layout(location = 3) in uvec4 in_color;
layout(location = 4) in uint in_type;
// outputs
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec2 out_uv;
layout(location = 2) out vec4 out_quad_size;
layout(location = 3) out float out_radius;
layout(location = 4) out uint out_type;
void main()
{
// vertex position
ivec2 px_pos = in_attr.xy + in_position.xy * in_attr.zw;
vec2 clip_pos;
clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
gl_Position = vec4(clip_pos, 0.0, 1.0);
// color output
out_color = vec4(in_color) / 255.0;
// uv output. only useful if the type is SPRITE
vec2 px_uv = in_uv.xy + in_position.xy * in_attr.zw;
out_uv = vec2(px_uv);
// quad size and radius output, only useful if type is RECT
out_quad_size = vec4(in_attr);
out_radius = float(abs(in_uv.x));
// type output
out_type = in_type;
}