mirror of
https://github.com/yquake2/ref_vk.git
synced 2024-11-26 05:40:57 +00:00
4b536019c3
This was first developed in a feature branch in the main yquake2 repo. It was merged into master in early 2021, but the experiences of the following month showed that it is not ready for prime time. There're glitches with 3rd party assets, restarts are still shaky, etc. Having the code in a separate repo allows us to: * Release Vulkan independent if YQ2. * Give commit access to contributors interested in Vulkan. This code is the same as in yquake/yquake2 ecdf912713eef55d6c5d5a772259b44e3fc232c4.
30 lines
730 B
GLSL
30 lines
730 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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// normalized offset and scale
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layout(set = 1, binding = 0) uniform imageTransform
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{
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vec2 offset;
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vec2 scale;
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vec2 uvOffset;
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vec2 uvScale;
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} it;
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layout(location = 0) in vec2 inVertex;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec2 texCoord;
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layout(location = 1) out vec4 color;
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layout(location = 2) out float aTreshold;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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vec2 vPos = inVertex.xy * it.scale - (vec2(1.0) - it.scale);
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gl_Position = vec4(vPos + it.offset * 2.0, 0.0, 1.0);
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texCoord = inTexCoord.xy * it.uvScale + it.uvOffset;
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color = vec4(1.0, 1.0, 1.0, 1.0);
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aTreshold = 0.666;
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}
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