Cleanup 2/2

This commit is contained in:
Isuru Samarathunga
2025-11-05 16:23:50 +05:30
parent 7d6e8ef695
commit 80dc50d279
14 changed files with 275 additions and 74 deletions

View File

@ -9,7 +9,7 @@ struct SpriteInstanceData
};
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec2 inTexCoord;
layout (location = 1) in vec4 inTexCoord;
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outVertexColor;
@ -29,6 +29,7 @@ void main()
{
SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
outTexCoord = vec2(spriteData.TexCoords) + vec2(spriteData.TexCoords.z, spriteData.TexCoords.w) * inTexCoord;
vec4 t = spriteData.TexCoords * inTexCoord;
outTexCoord = vec2(t.x + t.z, t.y + t.w);
outVertexColor = spriteData.Color;
}

View File

@ -0,0 +1,13 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec4 inVertexColor;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = inVertexColor;
if(outColor.w < 0.1)
discard;
}

View File

@ -0,0 +1,20 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec4 inVertexColor;
layout(location = 0) out vec4 outVertexColor;
layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
mat4 projection;
} uboPerScene;
layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
mat4 view;
} uboPerFrame;
void main()
{
gl_Position = uboPerScene.projection * uboPerFrame.view * vec4(inPosition, 0.0f, 1.0f);
outVertexColor = inVertexColor;
}