67 lines
1.1 KiB
GLSL
67 lines
1.1 KiB
GLSL
@ctype vec2 vec2
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@ctype vec4 vec4
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@vs vs
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layout(binding=0) uniform render_data {
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vec2 one_over_window_size;
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float zoom;
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};
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in vec4 quad;
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in vec4 tex_quad;
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in vec4 colour;
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out vec2 uv;
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out vec4 fs_colour;
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const int indices[6] = {
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0, 1, 2, 2, 3, 0,
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};
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const vec3 positions[4] = {
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vec3(0, 0, 0),
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vec3(0, 1, 0),
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vec3(1, 1, 0),
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vec3(1, 0, 0),
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};
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const vec2 uvs[4] = {
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vec2(0.0f, 0.0f),
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vec2(0.0f, 1.0f),
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vec2(1.0f, 1.0f),
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vec2(1.0f, 0.0f),
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};
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void main() {
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int vtx = indices[gl_VertexIndex];
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vec3 pos = positions[vtx];
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uv = uvs[vtx];
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pos.xy = ((pos.xy * quad.zw) + quad.xy) * zoom;
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pos.xy = (pos.xy * one_over_window_size) * 2.0 - 1.0;
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pos.y = -pos.y;
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uv *= tex_quad.zw;
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uv += tex_quad.xy;
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gl_Position = vec4(pos, 1);
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fs_colour = colour;
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}
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@end
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@fs fs
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layout(binding=0) uniform texture2D tex;
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layout(binding=0) uniform sampler smp;
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in vec2 uv;
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in vec4 fs_colour;
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out vec4 frag_colour;
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void main() {
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vec4 c = texture(sampler2D(tex, smp), uv) * fs_colour;
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if (c.a < 1) discard;
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frag_colour = c;
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}
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@end
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@program batcher vs fs
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