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c6e19f0384
... and use it for a naive color node implementation using both so I can test it actually works.
48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
#extension GL_EXT_nonuniform_qualifier : enable
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#include "enums.glsl"
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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vec2 scale;
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} push;
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layout(constant_id=0) const uint GSK_SHADER_CLIP = GSK_GPU_SHADER_CLIP_NONE;
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#define GSK_VERTEX_INDEX gl_VertexIndex
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#ifdef GSK_VERTEX_SHADER
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#define IN(_loc) layout(location = _loc) in
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#define PASS(_loc) layout(location = _loc) out
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#define PASS_FLAT(_loc) layout(location = _loc) flat out
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#endif
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#ifdef GSK_FRAGMENT_SHADER
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#define PASS(_loc) layout(location = _loc) in
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#define PASS_FLAT(_loc) layout(location = _loc) flat in
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layout(set = 0, binding = 0) uniform sampler2D textures[50000];
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layout(set = 1, binding = 0) readonly buffer FloatBuffers {
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float floats[];
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} buffers[50000];
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layout(location = 0) out vec4 out_color;
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#define gsk_get_texture(id) textures[nonuniformEXT (id)]
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#define gsk_get_buffer(id) buffers[nonuniformEXT (id)]
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#define gsk_get_float(id) gsk_get_buffer(0).floats[id]
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#define gsk_get_int(id) (floatBitsToInt(gsk_get_float(id)))
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#define gsk_get_uint(id) (floatBitsToUint(gsk_get_float(id)))
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void
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gsk_set_output_color (vec4 color)
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{
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out_color = color;
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}
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#endif
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