quakeforge/libs/video/renderer/vulkan/shader/slice.vert
Bill Currie 82d0b7ecd5 [vulkan] Use slice pipeline for glyphs
It turns out the slice pipeline is compatible with the glyph pipeline in
that its vertex attribute data is a superset (just the addition of the
offset attributes). While the queues have yet to be merged, this will
eventually get glyphs, sliced sprites, and general (static) quads into
the one pipeline. Although this is slightly slower for glyph rendering
(due to the need to pass an extra 8 bytes per glyph), this should be
faster for quad rendering (when done) as it will be 24 bytes per quad
instead of 32 bytes per vertex (ie, 128 bytes per quad), but this does
serve as a proof of concept for doing quads, glyphs and sprites in the
one pipeline.
2023-01-05 16:34:01 +09:00

32 lines
951 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform
#include "matrices.h"
;
// rg -> offset x,y
// ba -> texture u,v
layout (set = 1, binding = 1) uniform textureBuffer glyph_data;
// per instance data
layout (location = 0) in uint glyph_index;
layout (location = 1) in vec4 glyph_color;
layout (location = 2) in vec2 glyph_position;
layout (location = 3) in vec2 glyph_offset; // for 9-slice
layout (location = 0) out vec2 uv;
layout (location = 1) out vec4 color;
void
main (void)
{
vec2 offset = vec2 ((gl_VertexIndex & 4) >> 2, (gl_VertexIndex & 8) >> 3);
vec4 glyph = texelFetch (glyph_data, int(glyph_index + gl_VertexIndex));
// offset stored in glyph components 0 and 1
vec2 position = glyph_position + glyph.xy + offset * glyph_offset;
gl_Position = Projection2d * vec4 (position.xy, 0.0, 1.0);
// texture uv stored in glyph components 2 and 3
uv = glyph.pq;
color = glyph_color;
}