#version 450 core // ---------- Vertex attributes (used in both modes) ---------- layout(location = 0) in vec2 v_position; layout(location = 1) in vec2 v_uv; layout(location = 2) in vec4 v_color; // ---------- Outputs to fragment shader ---------- layout(location = 0) out mediump vec4 f_color; 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_flags; layout(location = 6) flat out vec4 f_uv_rect; layout(location = 7) flat out uvec4 f_effects; // ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ---------- layout(set = 1, binding = 0) uniform Uniforms { mat4 projection; float dpi_scale; uint mode; // 0 = tessellated, 1 = SDF }; // ---------- SDF primitive storage buffer ---------- // Mirrors the CPU-side Base_2D_Primitive in pipeline_2d_base.odin. Named with the // pipeline prefix so a project-wide grep on the type name matches both the GLSL // declaration and the Odin declaration. struct Base_2D_Primitive { vec4 bounds; // 0-15 uint color; // 16-19 uint flags; // 20-23 uint rotation_sc; // 24-27: packed f16 pair (sin, cos) float _pad; // 28-31 vec4 params; // 32-47 vec4 params2; // 48-63 vec4 uv_rect; // 64-79: texture UV coordinates (read when .Textured) uvec4 effects; // 80-95: gradient/outline parameters (read when .Gradient/.Outline) }; layout(std430, set = 0, binding = 0) readonly buffer Base_2D_Primitives { Base_2D_Primitive primitives[]; }; // ---------- Entry point ---------- void main() { if (mode == 0u) { // ---- Mode 0: Tessellated (legacy) ---- f_color = v_color; f_local_or_uv = v_uv; f_params = vec4(0.0); f_params2 = vec4(0.0); f_flags = 0u; f_uv_rect = vec4(0.0); f_effects = uvec4(0); gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0); } else { // ---- Mode 1: SDF instanced quads ---- Base_2D_Primitive p = primitives[gl_InstanceIndex]; vec2 corner = v_position; // unit quad corners: (0,0)-(1,1) vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner); vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw); // Compute shape-local position. Apply inverse rotation here in the vertex // shader; the rasterizer interpolates the rotated values across the quad, // which is mathematically equivalent to per-fragment rotation under 2D ortho // projection. Frees one fragment-shader varying and per-pixel rotation math. vec2 local = (world_pos - center) * dpi_scale; uint flags = (p.flags >> 8u) & 0xFFu; if ((flags & 16u) != 0u) { // Rotated flag (bit 4); rotation_sc holds packed f16 (sin, cos). // Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]]. vec2 sc = unpackHalf2x16(p.rotation_sc); local = vec2(sc.y * local.x + sc.x * local.y, -sc.x * local.x + sc.y * local.y); } f_color = unpackUnorm4x8(p.color); f_local_or_uv = local; // shape-local physical pixels (rotated if .Rotated set) f_params = p.params; f_params2 = p.params2; f_flags = p.flags; f_uv_rect = p.uv_rect; f_effects = p.effects; gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0); } }