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levlib/draw/shaders/source/base_2d.vert
Zachary Levy bca19277b3 draw-improvements (#17)
Major rework to draw rendering system. We are making a SDF first rendering system with tesselated stuff only as a fallback strategy for specific situations where SDF is particularly poorly suited

Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #17
2026-04-24 07:57:44 +00:00

72 lines
2.3 KiB
GLSL

#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 = 5) flat out uint f_rotation_sc;
layout(location = 6) flat out uvec4 f_uv_or_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 ----------
struct 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
uvec4 uv_or_effects; // 64-79
};
layout(std430, set = 0, binding = 0) readonly buffer Primitives {
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_rotation_sc = 0u;
f_uv_or_effects = uvec4(0);
gl_Position = projection * vec4(v_position * dpi_scale, 0.0, 1.0);
} else {
// ---- Mode 1: SDF instanced quads ----
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);
f_color = unpackUnorm4x8(p.color);
f_local_or_uv = (world_pos - center) * dpi_scale; // shape-centered physical pixels
f_params = p.params;
f_params2 = p.params2;
f_flags = p.flags;
f_rotation_sc = p.rotation_sc;
f_uv_or_effects = p.uv_or_effects;
gl_Position = projection * vec4(world_pos * dpi_scale, 0.0, 1.0);
}
}