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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 */
#ifndef USE_GPU_SHADER_CREATE_INFO
# define MAX_CALLS 16
uniform vec4 calls_data[MAX_CALLS * 3];
out vec2 texCoord_interp;
flat out vec4 finalColor;
in vec2 pos;
#endif
void main()
{
vec4 rect = calls_data[gl_InstanceID * 3];
vec4 tex = calls_data[gl_InstanceID * 3 + 1];
finalColor = calls_data[gl_InstanceID * 3 + 2];
/* Use pos to select the right swizzle (instead of gl_VertexID)
* in order to workaround an OSX driver bug. */
if (pos == vec2(0.0, 0.0)) {
rect.xy = rect.xz;
tex.xy = tex.xz;
}
else if (pos == vec2(0.0, 1.0)) {
rect.xy = rect.xw;
tex.xy = tex.xw;
}
else if (pos == vec2(1.0, 1.0)) {
rect.xy = rect.yw;
tex.xy = tex.yw;
}
else {
rect.xy = rect.yz;
tex.xy = tex.yz;
}
gl_Position = vec4(rect.xy, 0.0f, 1.0f);
texCoord_interp = tex.xy;
}
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