Added improved non-clay text handling along with consistent origin and rotation API
This commit is contained in:
@@ -11,6 +11,7 @@ layout(location = 1) out vec2 f_local_or_uv;
|
||||
layout(location = 2) out vec4 f_params;
|
||||
layout(location = 3) out vec4 f_params2;
|
||||
layout(location = 4) flat out uint f_kind_flags;
|
||||
layout(location = 5) flat out float f_rotation;
|
||||
|
||||
// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
|
||||
layout(set = 1, binding = 0) uniform Uniforms {
|
||||
@@ -24,7 +25,8 @@ struct Primitive {
|
||||
vec4 bounds; // 0-15: min_x, min_y, max_x, max_y
|
||||
uint color; // 16-19: packed u8x4 (unpack with unpackUnorm4x8)
|
||||
uint kind_flags; // 20-23: kind | (flags << 8)
|
||||
vec2 _pad; // 24-31: padding
|
||||
float rotation; // 24-27: shader self-rotation in radians
|
||||
float _pad; // 28-31: alignment padding
|
||||
vec4 params; // 32-47: shape params part 1
|
||||
vec4 params2; // 48-63: shape params part 2
|
||||
};
|
||||
@@ -42,6 +44,7 @@ void main() {
|
||||
f_params = vec4(0.0);
|
||||
f_params2 = vec4(0.0);
|
||||
f_kind_flags = 0u;
|
||||
f_rotation = 0.0;
|
||||
|
||||
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
|
||||
} else {
|
||||
@@ -57,6 +60,7 @@ void main() {
|
||||
f_params = p.params;
|
||||
f_params2 = p.params2;
|
||||
f_kind_flags = p.kind_flags;
|
||||
f_rotation = p.rotation;
|
||||
|
||||
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user