mirror of
https://git.code.sf.net/p/quake/quakeforge
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c366b1b7bb
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.
35 lines
635 B
GLSL
35 lines
635 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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layout (set = 1, binding = 0) uniform Vertices {
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vec4 xyuv[4];
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};
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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int frame;
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};
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layout (location = 0) out vec2 st;
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layout (location = 1) out vec4 position;
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layout (location = 2) out vec3 normal;
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void
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main (void)
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{
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vec4 v = xyuv[frame * 4 + gl_VertexIndex];
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vec4 pos = Model[3];
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pos += v.x * Model[1] + v.y * Model[2];
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gl_Position = Projection3d * (View * pos);
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st = v.zw;
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position = pos;
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normal = -vec3(Model[0]);
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}
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