91 lines
3.4 KiB
GLSL
91 lines
3.4 KiB
GLSL
#version 450 core
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// ---------- Vertex attributes (used in both modes) ----------
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec2 v_uv;
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layout(location = 2) in vec4 v_color;
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// ---------- Outputs to fragment shader ----------
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layout(location = 0) out mediump vec4 f_color;
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layout(location = 1) out vec2 f_local_or_uv;
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layout(location = 2) out vec4 f_params;
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layout(location = 3) out vec4 f_params2;
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layout(location = 4) flat out uint f_flags;
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layout(location = 6) flat out vec4 f_uv_rect;
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layout(location = 7) flat out uvec4 f_effects;
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// ---------- Uniforms (single block — avoids spirv-cross reordering on Metal) ----------
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layout(set = 1, binding = 0) uniform Uniforms {
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mat4 projection;
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float dpi_scale;
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uint mode; // 0 = tessellated, 1 = SDF
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};
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// ---------- SDF primitive storage buffer ----------
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// Mirrors the CPU-side Core_2D_Primitive in core_2d.odin. Named with the
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// subsystem prefix so a project-wide grep on the type name matches both the GLSL
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// declaration and the Odin declaration.
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struct Core_2D_Primitive {
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vec4 bounds; // 0-15
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uint color; // 16-19
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uint flags; // 20-23
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uint rotation_sc; // 24-27: packed f16 pair (sin, cos)
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float _pad; // 28-31
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vec4 params; // 32-47
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vec4 params2; // 48-63
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vec4 uv_rect; // 64-79: texture UV coordinates (read when .Textured)
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uvec4 effects; // 80-95: gradient/outline parameters (read when .Gradient/.Outline)
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};
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layout(std430, set = 0, binding = 0) readonly buffer Core_2D_Primitives {
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Core_2D_Primitive primitives[];
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};
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// ---------- Entry point ----------
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void main() {
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if (mode == 0u) {
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// ---- Mode 0: Tessellated (used for text and arbitrary user geometry) ----
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f_color = v_color;
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f_local_or_uv = v_uv;
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f_params = vec4(0.0);
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f_params2 = vec4(0.0);
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f_flags = 0u;
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f_uv_rect = vec4(0.0);
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f_effects = uvec4(0);
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gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
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} else {
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// ---- Mode 1: SDF instanced quads ----
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Core_2D_Primitive p = primitives[gl_InstanceIndex];
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vec2 corner = v_position; // unit quad corners: (0,0)-(1,1)
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vec2 world_pos = mix(p.bounds.xy, p.bounds.zw, corner);
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vec2 center = 0.5 * (p.bounds.xy + p.bounds.zw);
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// Compute shape-local position. Apply inverse rotation here in the vertex
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// shader; the rasterizer interpolates the rotated values across the quad,
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// which is mathematically equivalent to per-fragment rotation under 2D ortho
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// projection. Frees one fragment-shader varying and per-pixel rotation math.
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vec2 local = (world_pos - center) * dpi_scale;
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uint flags = (p.flags >> 8u) & 0xFFu;
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if ((flags & 16u) != 0u) {
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// Rotated flag (bit 4); rotation_sc holds packed f16 (sin, cos).
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// Inverse rotation matrix R(-angle) = [[cos, sin], [-sin, cos]].
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vec2 sc = unpackHalf2x16(p.rotation_sc);
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local = vec2(sc.y * local.x + sc.x * local.y,
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-sc.x * local.x + sc.y * local.y);
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}
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f_color = unpackUnorm4x8(p.color);
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f_local_or_uv = local; // shape-local physical pixels (rotated if .Rotated set)
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f_params = p.params;
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f_params2 = p.params2;
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f_flags = p.flags;
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f_uv_rect = p.uv_rect;
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f_effects = p.effects;
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gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
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}
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}
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