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IAEngine/Resources/Shaders/Debug.vert
Isuru Samarathunga 9fafab5145 Batch Renderer 2/2
2025-11-02 04:14:47 +05:30

34 lines
978 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
struct SpriteInstanceData
{
mat4 Transform;
vec4 TexCoords;
vec4 Color;
};
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec2 inTexCoord;
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outVertexColor;
layout(set = 0, binding = 0) readonly buffer SBO_SpriteData {
SpriteInstanceData data[];
} sboSpriteData;
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()
{
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;
outVertexColor = spriteData.Color;
}