32 lines
822 B
GLSL
32 lines
822 B
GLSL
#version 450
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layout(set = 1, binding = 0) uniform Viewport {
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ivec2 view;
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};
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layout(location = 0) in ivec2 position;
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layout(location = 1) in ivec4 attr; // quad x,y,w,h
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layout(location = 2) in ivec2 uv; // x,y in the texture
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layout(location = 3) in uvec4 color;
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layout(location = 0) out vec4 out_color;
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layout(location = 1) out vec4 out_quad_size;
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layout(location = 2) out float out_radius;
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layout(location = 3) out float out_thickness;
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void main()
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{
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// vertex position
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ivec2 px_pos = attr.xy + position.xy * attr.zw;
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vec2 clip_pos;
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clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0;
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clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0);
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gl_Position = vec4(clip_pos, 0.0, 1.0);
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out_color = vec4(color) / 255.0;
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out_quad_size = vec4(attr);
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out_radius = float(abs(uv.x));
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out_thickness = float(uv.y - uv.x);
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}
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