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vkvg_main.vert
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/*
* Copyright (c) 2018-2022 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
* Software, and to permit persons to whom the Software is furnished to do so, subject
* to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec4 inColor;
layout (location = 2) in vec3 inUV;
layout (location = 0) out vec3 outUV;
layout (location = 1) out vec4 outSrc;
layout (location = 2) out flat int outPatType;
layout (location = 3) out flat float outOpacity;
layout (location = 4) out mat3x2 outMat;
/*out gl_PerVertex
{
vec4 gl_Position;
};*/
layout(push_constant) uniform PushConsts {
vec4 source;
vec2 size;
int fullScreenQuad_srcType;
float opacity;
mat3x2 mat;
mat3x2 matInv;
} pc;
#define FULLSCREEN_BIT 0x10000000
#define SRCTYPE_MASK 0x000000FF
#define SOLID 0
#define SURFACE 1
#define LINEAR 2
#define RADIAL 3
#define MESH 4
#define RASTER_SOURCE 5
void main()
{
outPatType = pc.fullScreenQuad_srcType & SRCTYPE_MASK;
outMat = pc.matInv;
outSrc = outPatType == SOLID ? inColor : pc.source;
outOpacity = pc.opacity;
if ((pc.fullScreenQuad_srcType & FULLSCREEN_BIT)==FULLSCREEN_BIT) {
gl_Position = vec4(inPos, 0.0f, 1.0f);
outUV = vec3(0,0,-1);
return;
}
outUV = inUV;
vec2 p = vec2(
pc.mat[0][0] * inPos.x + pc.mat[1][0] * inPos.y + pc.mat[2][0],
pc.mat[0][1] * inPos.x + pc.mat[1][1] * inPos.y + pc.mat[2][1]
);
gl_Position = vec4(p * vec2(2) / pc.size - vec2(1), 0.0, 1.0);
gl_PointSize = 1;
}