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ld58/code/vulkan/shaders/basic.vert

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#version 460 core
#extension GL_EXT_scalar_block_layout : enable
uint indices[6] = { 0, 1, 3, 0, 3, 2 };
vec2 verticies[4] = vec2[](
vec2(-0.5, -0.5),
vec2( 0.5, -0.5),
vec2(-0.5, 0.5),
vec2( 0.5, 0.5)
);
struct G_Rect {
uint id;
uint c[4];
float uv[4];
float angle;
float x, y;
float w, h;
float _pad0, _pad1;
};
struct Vertex {
vec4 p;
vec2 uv;
uint c;
uint pad;
};
layout(push_constant, row_major)
uniform Global {
mat4 proj;
};
layout(binding = 0, scalar)
readonly buffer Rect {
G_Rect rects[];
};
layout(location = 0) out vec2 frag_uv;
layout(location = 1) out vec4 frag_c;
layout(location = 2) out flat uint texid;
vec4 unorm_colour(uint c) {
vec4 result = vec4((c >> 0) & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF, (c >> 24) & 0xFF) / 255.0f;
return result;
}
vec2 rotate2f(vec2 v, float angle) {
float s = sin(angle);
float c = cos(angle);
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
return result;
}
void main() {
G_Rect rect = rects[gl_InstanceIndex];
uint idx = indices[gl_VertexIndex];
vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
gl_Position = proj * vec4(p, 1.0f, 1.0f);
frag_uv = vec2(rect.uv[(idx & 1) << 1], rect.uv[1 + (uint(idx / 2) << 1)]);
frag_c = unorm_colour(rect.c[idx]);
texid = rect.id;
}