49 lines
1.3 KiB
GLSL
49 lines
1.3 KiB
GLSL
layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_colorTexCoord;
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layout (location = 2) in vec2 a_outlineColorTexCoord;
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layout (location = 3) in vec2 a_normal;
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layout (location = 4) in vec2 a_maskTexCoord;
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#ifdef ENABLE_VTF
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layout (location = 0) out LOW_P vec4 v_color;
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#else
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layout (location = 1) out vec2 v_colorTexCoord;
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#endif
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layout (location = 2) out vec2 v_maskTexCoord;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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vec2 u_contrastGamma;
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vec2 u_position;
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float u_isOutlinePass;
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float u_opacity;
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float u_length;
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};
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#ifdef ENABLE_VTF
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layout (binding = 1) uniform sampler2D u_colorTex;
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#endif
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const float kBaseDepthShift = -10.0;
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void main()
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{
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float isOutline = step(0.5, u_isOutlinePass);
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float depthShift = kBaseDepthShift * isOutline;
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vec4 pos = (vec4(a_position, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * u_modelView;
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vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos;
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gl_Position = shiftedPos * u_projection;
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#ifdef VULKAN
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gl_Position.y = -gl_Position.y;
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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#endif
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vec2 colorTexCoord = mix(a_colorTexCoord, a_outlineColorTexCoord, isOutline);
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#ifdef ENABLE_VTF
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v_color = texture(u_colorTex, colorTexCoord);
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#else
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v_colorTexCoord = colorTexCoord;
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#endif
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v_maskTexCoord = a_maskTexCoord;
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}
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