From 589269c0b3ca74a29f5889fa6e781e59cef7efdb Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Thu, 2 Jul 2026 21:56:01 -0300 Subject: wasm replay ui --- shaders/ui.frag.es.glsl | 16 ++++++++++++++++ shaders/ui.vert.es.glsl | 41 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 57 insertions(+) create mode 100644 shaders/ui.frag.es.glsl create mode 100644 shaders/ui.vert.es.glsl (limited to 'shaders') diff --git a/shaders/ui.frag.es.glsl b/shaders/ui.frag.es.glsl new file mode 100644 index 00000000..736e48f5 --- /dev/null +++ b/shaders/ui.frag.es.glsl @@ -0,0 +1,16 @@ +#version 300 es + +precision mediump float; + +uniform sampler2D u_atlas; + +in vec2 v_uv; +in vec3 v_fg; +in vec3 v_bg; + +out vec4 o_col; + +void main() { + float a = texture(u_atlas, v_uv).r; + o_col = vec4(mix(v_bg, v_fg, a), 1.0); +} diff --git a/shaders/ui.vert.es.glsl b/shaders/ui.vert.es.glsl new file mode 100644 index 00000000..271524be --- /dev/null +++ b/shaders/ui.vert.es.glsl @@ -0,0 +1,41 @@ +#version 300 es + +precision mediump float; + +layout(location = 0) in vec4 a_rect; +layout(location = 1) in vec4 a_uv_rect; +layout(location = 2) in vec3 a_fg; +layout(location = 3) in vec3 a_bg; + +out vec2 v_uv; +out vec3 v_fg; +out vec3 v_bg; + +void main() { + vec2 pos; + vec2 uv; + int corner = gl_VertexID % 6; + if (corner == 0) { + pos = vec2(a_rect.x, a_rect.y); + uv = vec2(a_uv_rect.x, a_uv_rect.y); + } else if (corner == 1) { + pos = vec2(a_rect.z, a_rect.y); + uv = vec2(a_uv_rect.z, a_uv_rect.y); + } else if (corner == 2) { + pos = vec2(a_rect.z, a_rect.w); + uv = vec2(a_uv_rect.z, a_uv_rect.w); + } else if (corner == 3) { + pos = vec2(a_rect.x, a_rect.y); + uv = vec2(a_uv_rect.x, a_uv_rect.y); + } else if (corner == 4) { + pos = vec2(a_rect.z, a_rect.w); + uv = vec2(a_uv_rect.z, a_uv_rect.w); + } else { + pos = vec2(a_rect.x, a_rect.w); + uv = vec2(a_uv_rect.x, a_uv_rect.w); + } + v_uv = uv; + v_fg = a_fg; + v_bg = a_bg; + gl_Position = vec4(pos, 0.0, 1.0); +} -- cgit v1.3