quakeforge/libs/video/renderer/vulkan/shader/sprite_gbuf.vert
Bill Currie c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00

35 lines
635 B
GLSL

#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;
layout (location = 1) out vec4 position;
layout (location = 2) out vec3 normal;
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;
position = pos;
normal = -vec3(Model[0]);
}