roleplay/client/shader/ui.vert

70 lines
2.0 KiB
GLSL

#version 450
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#extension GL_EXT_buffer_reference : require
#include "ui_common.glsl"
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragUV;
layout(location = 2) out flat uint glyph;
layout(location = 3) out flat uint index;
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layout(location = 4) out flat uint type;
layout(location = 5) out flat vec2 container_offset;
const uint color_index[6] = {
0, 1, 2, 1, 3, 2
};
const vec2 square[6] = {
vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0),
vec2(0.0, 1.0),
};
void main() {
Drawable drawable = pc.layer.drawables.d[gl_InstanceIndex];
vec2 pos = square[gl_VertexIndex];
// Top Left
if(pc.layer.container.anchor == 0) {
container_offset = pc.layer.container.offset;
}
// Top Right
if(pc.layer.container.anchor == 1) {
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container_offset = pc.layer.container.offset + vec2(pc.layer.container.context.extent.x - pc.layer.container.size.x, 0);
}
// Bottom Left
if(pc.layer.container.anchor == 2) {
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container_offset = pc.layer.container.offset + vec2(0, pc.layer.container.context.extent.y - pc.layer.container.size.y);
}
// Bottom Right
if(pc.layer.container.anchor == 3) {
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container_offset = pc.layer.container.offset + vec2(pc.layer.container.context.extent.x - pc.layer.container.size.x, pc.layer.container.context.extent.y - pc.layer.container.size.y);
}
if(drawable.type == 1) {
index = (drawable.var >> 16) & 0xFFFF;
glyph = drawable.var & 0xFFFF;
Font font = pc.layer.container.context.fonts.f[index];
Symbol symbol = font.symbols.s[glyph];
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fragUV = pos * vec2(symbol.width, symbol.height);
pos = pos * vec2(symbol.width, symbol.height) + vec2(symbol.left, -symbol.top);
} else if(drawable.type == 2) {
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fragUV = pos;
index = drawable.var;
}
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gl_Position = vec4((pos * drawable.size + drawable.pos + container_offset) * pc.layer.container.context.screen * 2, 0.0, 1.0) - vec4(1.0, 1.0, 0.0, 0.0);
fragColor = drawable.color[color_index[gl_VertexIndex]];
type = drawable.type;
}