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authorJean-Philippe Bruyère <jp_bruyere@hotmail.com>2022-01-15 16:02:48 +0100
committerJean-Philippe Bruyère <jp_bruyere@hotmail.com>2022-01-15 16:02:48 +0100
commit07e316316bc7a7529c2d9b3503771eab34775bc3 (patch)
tree5881f36c214012206ff0f75a460cac3579c8181d /shaders
parente5b3a3e3eda98688b731ee5e59da6725315b220c (diff)
test with solid color onlysolidColorOnlyShader
Diffstat (limited to 'shaders')
-rw-r--r--shaders/vkvg_main.vert8
-rw-r--r--shaders/vkvg_solid.vert24
-rw-r--r--shaders/vkvg_source.frag49
3 files changed, 66 insertions, 15 deletions
diff --git a/shaders/vkvg_main.vert b/shaders/vkvg_main.vert
index 7466fee..e214d14 100644
--- a/shaders/vkvg_main.vert
+++ b/shaders/vkvg_main.vert
@@ -26,9 +26,8 @@
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec4 inColor;
-layout (location = 2) in vec3 inUV;
+//layout (location = 2) in vec3 inUV;
-=======
layout (location = 0) out vec4 outSrc;
layout(push_constant) uniform PushConsts {
@@ -51,16 +50,13 @@ layout(push_constant) uniform PushConsts {
void main()
{
- outSrc = pc.srcType == SOLID ? inColor : pc.source;
+ outSrc = (pc.fullScreenQuad_srcType & SRCTYPE_MASK) == SOLID ? inColor : pc.source;
if ((pc.fullScreenQuad_srcType & FULLSCREEN_BIT)==FULLSCREEN_BIT) {
gl_Position = vec4(inPos, 0.0f, 1.0f);
- outUV = vec3(0,0,-1);
return;
}
- outUV = inUV;
-
vec2 p = vec2(
pc.mat[0][0] * inPos.x + pc.mat[1][0] * inPos.y + pc.mat[2][0],
pc.mat[0][1] * inPos.x + pc.mat[1][1] * inPos.y + pc.mat[2][1]
diff --git a/shaders/vkvg_solid.vert b/shaders/vkvg_solid.vert
index 1b08122..8c823dd 100644
--- a/shaders/vkvg_solid.vert
+++ b/shaders/vkvg_solid.vert
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2018 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
+ * Copyright (c) 2018-2022 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
@@ -28,6 +28,8 @@ layout (location = 0) in vec2 inPos;
layout (location = 1) in vec4 inColor;
layout (location = 0) out vec4 outSrc;
+layout (location = 1) out flat float outOpacity;
+layout (location = 2) out mat3x2 outMat;
out gl_PerVertex
{
@@ -35,13 +37,15 @@ out gl_PerVertex
};
layout(push_constant) uniform PushConsts {
- vec4 source;
- vec2 size;
- int srcType;
- int fullScreenQuad;
- mat3x2 mat;
- mat3x2 matInv;
+ vec4 source;
+ vec2 size;
+ int fullScreenQuad_srcType;
+ float opacity;
+ mat3x2 mat;
+ mat3x2 matInv;
} pc;
+#define FULLSCREEN_BIT 0x10000000
+#define SRCTYPE_MASK 0x000000FF
#define SOLID 0
#define SURFACE 1
@@ -52,9 +56,11 @@ layout(push_constant) uniform PushConsts {
void main()
{
- outSrc = pc.srcType == SOLID ? inColor : pc.source;
+ outSrc = pc.source;
+ outOpacity = pc.opacity;
+ outMat = pc.matInv;
- if (pc.fullScreenQuad != 0) {
+ if ((pc.fullScreenQuad_srcType & FULLSCREEN_BIT)==FULLSCREEN_BIT) {
gl_Position = vec4(inPos, 0.0f, 1.0f);
return;
}
diff --git a/shaders/vkvg_source.frag b/shaders/vkvg_source.frag
new file mode 100644
index 0000000..e1de6ef
--- /dev/null
+++ b/shaders/vkvg_source.frag
@@ -0,0 +1,49 @@
+/*
+ * Copyright (c) 2018-2021 Jean-Philippe Bruyère <jp_bruyere@hotmail.com>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy of
+ * this software and associated documentation files (the "Software"), to deal in
+ * the Software without restriction, including without limitation the rights to use,
+ * copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
+ * Software, and to permit persons to whom the Software is furnished to do so, subject
+ * to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+#extension GL_EXT_scalar_block_layout : require
+
+layout (set=1, binding = 0) uniform sampler2D source;
+
+layout (location = 0) in vec4 inSrc; //source bounds or color depending on pattern type
+layout (location = 1) in flat float inOpacity;
+layout (location = 2) in mat3x2 inMat;
+
+layout (location = 0) out vec4 outFragColor;
+
+layout (constant_id = 0) const int NUM_SAMPLES = 8;
+
+void main()
+{
+ vec2 p = (gl_FragCoord.xy - inSrc.xy);
+ vec2 uv = vec2(
+ inMat[0][0] * p.x + inMat[1][0] * p.y + inMat[2][0],
+ inMat[0][1] * p.x + inMat[1][1] * p.y + inMat[2][1]
+ );
+
+ vec4 c = texture (source, uv / inSrc.zw);
+ c.a *= inOpacity;
+ outFragColor = c;
+}