quakeforge/libs/video/renderer/vulkan/shader/sprite_depth.vert

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#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection3d;
mat4 View;
mat4 Sky;
mat4 Projection2d;
};
layout (set = 1, binding = 0) uniform Vertices {
vec4 xyuv[4];
};
layout (push_constant) uniform PushConstants {
mat4 Model;
int frame;
};
layout (location = 0) out vec2 st;
void
main (void)
{
vec4 v = xyuv[frame * 4 + gl_VertexIndex];
vec4 pos = Model[3];
pos += v.x * Model[1] + v.y * Model[2];
gl_Position = Projection3d * (View * pos);
st = v.zw;
}