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| author | Gabriel Schneider <[email protected]> | 2026-08-16 15:49:12 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-18 23:44:42 -0300 |
| commit | 1551e409c31992437cb2fa864f576d45c8433801 (patch) | |
| tree | e2fae8451f87b735a1360c7c2e383fdc40165789 /shaders/prebuilt/image.vert.glsl | |
| parent | be2a9957708cbf0c478ca861c4a1f0f227bbfe10 (diff) | |
| download | pardes-1551e409c31992437cb2fa864f576d45c8433801.tar.gz pardes-1551e409c31992437cb2fa864f576d45c8433801.zip | |
big slow change: prebuilt shaders (SPIR-V/Metal), core gui reflow, docs, web + snapshot refresh
Diffstat (limited to 'shaders/prebuilt/image.vert.glsl')
| -rw-r--r-- | shaders/prebuilt/image.vert.glsl | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/shaders/prebuilt/image.vert.glsl b/shaders/prebuilt/image.vert.glsl new file mode 100644 index 00000000..04196ce4 --- /dev/null +++ b/shaders/prebuilt/image.vert.glsl @@ -0,0 +1,49 @@ +#version 450 + +// One instance per Surface image attachment. The CPU has already converted +// the pane's cell rectangle and the aspect-preserving contain fit to NDC. +layout(location = 0) in vec4 a_rect; // x0, y0, x1, y1 +layout(location = 1) in vec4 a_uv_rect; // u0, v0, u1, v1 +layout(location = 2) in vec4 a_panel_rect; +layout(location = 3) in vec4 a_present_rect; +layout(location = 4) in uvec4 a_effect; + +layout(location = 0) out vec2 v_uv; +layout(location = 1) out vec2 v_panel_uv; +layout(location = 2) flat out uvec4 v_effect; + +void main() { + vec2 pos; + int corner = gl_VertexIndex % 6; + if (corner == 0) { + pos = vec2(a_rect.x, a_rect.y); + v_uv = vec2(a_uv_rect.x, a_uv_rect.y); + } else if (corner == 1) { + pos = vec2(a_rect.z, a_rect.y); + v_uv = vec2(a_uv_rect.z, a_uv_rect.y); + } else if (corner == 2) { + pos = vec2(a_rect.z, a_rect.w); + v_uv = vec2(a_uv_rect.z, a_uv_rect.w); + } else if (corner == 3) { + pos = vec2(a_rect.x, a_rect.y); + v_uv = vec2(a_uv_rect.x, a_uv_rect.y); + } else if (corner == 4) { + pos = vec2(a_rect.z, a_rect.w); + v_uv = vec2(a_uv_rect.z, a_uv_rect.w); + } else { + pos = vec2(a_rect.x, a_rect.w); + v_uv = vec2(a_uv_rect.x, a_uv_rect.w); + } + v_panel_uv = v_uv; + uint effect = a_effect.x & 0x7fffffffu; + if (effect != 0u) { + vec2 panel_size = a_panel_rect.zw - a_panel_rect.xy; + panel_size.x = abs(panel_size.x) < 0.000001 ? 0.000001 : panel_size.x; + panel_size.y = abs(panel_size.y) < 0.000001 ? -0.000001 : panel_size.y; + v_panel_uv = (pos - a_panel_rect.xy) / panel_size; + if (effect == 1u || effect == 2u || effect == 5u) + pos = mix(a_present_rect.xy, a_present_rect.zw, v_panel_uv); + } + v_effect = a_effect; + gl_Position = vec4(pos, 0.0, 1.0); +} |
