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https://git.code.sf.net/p/quake/quakeforge
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8422732505
This should fix the horrid frame rate dependent behavior of the view model. They are also in their own descriptor set so they can be easily shared between pipelines. This has been verified to work for Draw.
29 lines
594 B
GLSL
29 lines
594 B
GLSL
#version 450
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 Projection3d;
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mat4 View;
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mat4 Sky;
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mat4 Projection2d;
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};
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/** Vertex position.
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x, y, s, t
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\a vertex provides the onscreen location at which to draw the icon
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(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
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*/
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layout (location = 0) in vec2 vertex;
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layout (location = 1) in vec2 uv;
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layout (location = 2) in vec4 vcolor;
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layout (location = 0) out vec2 st;
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layout (location = 1) out vec4 color;
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void
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main (void)
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{
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gl_Position = Projection2d * vec4 (vertex.xy, 0.0, 1.0);
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st = uv;
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color = vcolor;
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}
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