roleplay/client/shader_src/ui_text.vert

31 lines
759 B
GLSL

#version 450
layout(set = 0, binding = 0) uniform UIUniform {
mat4 screen;
} ubo;
layout(set = 1, binding = 0) uniform FontUniform {
vec2 size;
uint cols;
uint rows;
uint start;
} font;
layout(location = 0) in vec2 inVertexPosition;
layout(location = 1) in vec3 inPosition;
layout(location = 2) in vec2 inSize;
layout(location = 3) in vec4 inColor;
layout(location = 4) in uint code;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragUV;
void main() {
float row = floor(code/font.cols);
float col = code - row*font.cols;
fragUV = (vec2(col, row) + inVertexPosition) / vec2(font.cols, font.rows);
fragColor = inColor;
gl_Position = ubo.screen * vec4(vec3(inVertexPosition * inSize, 0.0) + inPosition, 1.0);
}