2020-05-18 08:56:22 +00:00
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#[vertex]
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2019-07-05 01:54:32 +00:00
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#version 450
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2021-04-13 20:01:43 +00:00
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#VERSION_DEFINES
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2020-11-26 12:50:21 +00:00
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2019-07-05 01:54:32 +00:00
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layout(location = 0) in highp vec3 vertex;
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2022-02-11 17:40:24 +00:00
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layout(push_constant, std430) uniform Constants {
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2019-07-05 01:54:32 +00:00
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mat4 projection;
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2019-07-07 04:49:40 +00:00
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mat2x4 modelview;
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vec2 direction;
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2020-10-24 15:15:43 +00:00
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float z_far;
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float pad;
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2020-02-11 13:01:43 +00:00
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}
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constants;
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2019-07-05 01:54:32 +00:00
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2020-11-26 12:50:21 +00:00
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#ifdef MODE_SHADOW
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2019-07-05 01:54:32 +00:00
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layout(location = 0) out highp float depth;
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2020-11-26 12:50:21 +00:00
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#endif
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2019-07-05 01:54:32 +00:00
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void main() {
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2019-11-05 11:01:00 +00:00
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highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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2019-07-05 01:54:32 +00:00
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2020-11-26 12:50:21 +00:00
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#ifdef MODE_SHADOW
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depth = dot(constants.direction, vtx.xy);
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#endif
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2019-07-05 01:54:32 +00:00
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gl_Position = constants.projection * vtx;
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}
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2020-05-18 08:56:22 +00:00
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#[fragment]
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2019-07-05 01:54:32 +00:00
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#version 450
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2021-04-13 20:01:43 +00:00
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#VERSION_DEFINES
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2020-11-26 12:50:21 +00:00
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2022-02-11 17:40:24 +00:00
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layout(push_constant, std430) uniform Constants {
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2020-10-24 15:15:43 +00:00
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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float z_far;
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float pad;
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}
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constants;
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2020-11-26 12:50:21 +00:00
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#ifdef MODE_SHADOW
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2019-07-05 01:54:32 +00:00
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layout(location = 0) in highp float depth;
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layout(location = 0) out highp float distance_buf;
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2020-11-26 12:50:21 +00:00
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#else
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layout(location = 0) out highp float sdf_buf;
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#endif
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2019-07-05 01:54:32 +00:00
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void main() {
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2020-11-26 12:50:21 +00:00
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#ifdef MODE_SHADOW
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2020-10-24 15:15:43 +00:00
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distance_buf = depth / constants.z_far;
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2020-11-26 12:50:21 +00:00
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#else
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sdf_buf = 1.0;
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#endif
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2019-07-05 01:54:32 +00:00
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}
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