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/**
* Simple shader that just draw multiple icons at the specified locations
* does not need any vertex input (producing less call to immBegin/End)
*/
/* Same as ICON_DRAW_CACHE_SIZE */
#define MAX_CALLS 16
uniform vec4 calls_data[MAX_CALLS * 3];
out vec2 texCoord_interp;
flat out vec4 finalColor;
void main()
{
vec4 pos = calls_data[gl_InstanceID * 3];
vec4 tex = calls_data[gl_InstanceID * 3 + 1];
finalColor = calls_data[gl_InstanceID * 3 + 2];
if (gl_VertexID == 0) {
pos.xy = pos.xz;
tex.xy = tex.xz;
}
else if (gl_VertexID == 1) {
pos.xy = pos.xw;
tex.xy = tex.xw;
}
else if (gl_VertexID == 2) {
pos.xy = pos.yw;
tex.xy = tex.yw;
}
else {
pos.xy = pos.yz;
tex.xy = tex.yz;
}
gl_Position = vec4(pos.xy, 0.0f, 1.0f);
texCoord_interp = tex.xy;
}
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