#version 450 #extension GL_GOOGLE_include_directive : enable precision highp float; layout(location = 0) in uint in_model_idx; layout(location = 1) in uint in_rect_dim; layout(location = 2) in uint in_uv; layout(location = 3) in uint in_color; layout(location = 4) in uint in_content_type; layout(location = 7) in float scale; layout(location = 0) out vec4 out_color; layout(location = 1) out vec2 out_uv; layout(location = 2) flat out uint out_content_type; layout(set = 0, binding = 0) uniform sampler2D color_atlas; layout(set = 1, binding = 0) uniform sampler2D mask_atlas; #define UNIFORM_PARAMS_SET 2 #define MODEL_BUFFER_SET 3 #include "model_buffer.glsl" #include "uniform.glsl" void main() { uint v = uint(gl_VertexIndex); // 0-3 uint rect_width = in_rect_dim & 0xffffu; uint rect_height = (in_rect_dim & 0xffff0000u) >> 16u; vec2 rect_size = vec2(float(rect_width), float(rect_height)); float rect_aspect = rect_size.x / rect_size.y; uvec2 uv = uvec2(in_uv & 0xffffu, (in_uv & 0xffff0000u) >> 16u); uvec2 corner_pos_u = uvec2(v & 1u, (v >> 1u) & 1u); vec2 corner_pos = vec2(corner_pos_u); uvec2 corner_offset = uvec2(rect_width, rect_height) * corner_pos_u; uv = uv + corner_offset; mat4 model_matrix = model_buffer.models[in_model_idx]; gl_Position = uniforms.projection * model_matrix * vec4(corner_pos * scale, 0.0, 1.0); out_content_type = in_content_type & 0xffffu; out_color = vec4(float((in_color & 0x00ff0000u) >> 16u) / 255.0, float((in_color & 0x0000ff00u) >> 8u) / 255.0, float(in_color & 0x000000ffu) / 255.0, float((in_color & 0xff000000u) >> 24u) / 255.0); uvec2 dim = uvec2(0, 0); if (in_content_type == 0u) { dim = uvec2(textureSize(color_atlas, 0)); } else { dim = uvec2(textureSize(mask_atlas, 0)); } out_uv = vec2(uv) / vec2(dim); }