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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()
{
/* Rendering 2 triangle per icon. */
int i = gl_VertexID / 6;
int v = gl_VertexID % 6;
vec4 pos = calls_data[i * 3];
vec4 tex = calls_data[i * 3 + 1];
finalColor = calls_data[i * 3 + 2];
/* TODO Remove this */
if (v == 2)
v = 4;
else if (v == 3)
v = 0;
else if (v == 5)
v = 2;
if (v == 0) {
pos.xy = pos.xw;
tex.xy = tex.xw;
}
else if (v == 1) {
pos.xy = pos.xz;
tex.xy = tex.xz;
}
else if (v == 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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