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authorGabriel Schneider <[email protected]>2026-08-16 15:49:12 -0300
committerGabriel Schneider <[email protected]>2026-08-18 23:44:42 -0300
commit1551e409c31992437cb2fa864f576d45c8433801 (patch)
treee2fae8451f87b735a1360c7c2e383fdc40165789 /shaders/prebuilt/image.vert.glsl
parentbe2a9957708cbf0c478ca861c4a1f0f227bbfe10 (diff)
downloadpardes-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.glsl49
1 files changed, 49 insertions, 0 deletions
diff --git a/shaders/prebuilt/image.vert.glsl b/shaders/prebuilt/image.vert.glsl
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+#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);
+}