roleplay/client/shader_src/ui_rect.vert

121 lines
1.8 KiB
GLSL

#version 450
#extension GL_EXT_buffer_reference : require
struct String {
vec2 pos;
vec4 color;
float size;
uint offset;
uint length;
};
layout(std430, buffer_reference) readonly buffer StringList {
String s[];
};
struct Glyph {
vec2 pos;
vec4 color;
float size;
uint code;
};
layout(std430, buffer_reference) readonly buffer GlyphList {
Glyph g[];
};
struct Rect {
vec2 pos;
vec2 size;
vec4 color;
};
layout(std430, buffer_reference) readonly buffer RectList {
Rect r[];
};
layout(std430, buffer_reference) readonly buffer CodeList {
uint c[];
};
struct DrawCommand {
uint vertex_count;
uint instance_count;
uint fist_vertex;
uint first_instance;
};
struct DispatchCommand {
uint x;
uint y;
uint z;
};
layout(std430, buffer_reference) buffer UILayer {
StringList strings;
CodeList codes;
RectList rects;
GlyphList glyphs;
DrawCommand draw_glyphs;
DrawCommand draw_rects;
DispatchCommand dispatch_strings;
uint font_index;
};
struct Symbol {
int top;
uint left;
uint width;
uint height;
uint advance;
};
layout(std430, buffer_reference) buffer SymbolList {
Symbol s[];
};
struct Font {
uint num_symbols;
uint width;
uint height;
SymbolList symbols;
};
layout(std430, buffer_reference) buffer FontList {
Font f[];
};
layout(std430, buffer_reference) buffer UIContext {
FontList fonts;
mat4 screen;
};
layout(std430, push_constant) uniform PushConstant {
UIContext context;
UILayer layer;
} pc;
layout(location = 0) out vec4 fragColor;
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() {
Rect rect = pc.layer.rects.r[gl_InstanceIndex];
gl_Position = pc.context.screen * vec4(square[gl_VertexIndex] * rect.size + rect.pos, 0.0, 1.0);
fragColor = rect.color;
}