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authorGabriel Schneider <[email protected]>2026-09-29 22:05:58 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:17 -0300
commit813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch)
tree8250da85fde87d8cc4ccbbceaa304b1bed82be4e /shaders/prebuilt/image.vert.glsl
parent714da820136ac89d6a79ed0141e7325829ab8204 (diff)
downloadpardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.tar.gz
pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.zip
The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used
shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 <[email protected]>
Diffstat (limited to 'shaders/prebuilt/image.vert.glsl')
-rw-r--r--shaders/prebuilt/image.vert.glsl49
1 files changed, 0 insertions, 49 deletions
diff --git a/shaders/prebuilt/image.vert.glsl b/shaders/prebuilt/image.vert.glsl
deleted file mode 100644
index 04196ce4..00000000
--- a/shaders/prebuilt/image.vert.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-#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);
-}