gtk/gsk/gpu/shaders/common-vulkan.glsl
Benjamin Otte c6e19f0384 gpu: Add float array to shaders and add an ubershader
... and use it for a naive color node implementation using both
so I can test it actually works.
2024-01-07 07:22:50 +01:00

48 lines
1.2 KiB
GLSL

#extension GL_EXT_nonuniform_qualifier : enable
#include "enums.glsl"
layout(push_constant) uniform PushConstants {
mat4 mvp;
vec4 clip_bounds;
vec4 clip_widths;
vec4 clip_heights;
vec2 scale;
} push;
layout(constant_id=0) const uint GSK_SHADER_CLIP = GSK_GPU_SHADER_CLIP_NONE;
#define GSK_VERTEX_INDEX gl_VertexIndex
#ifdef GSK_VERTEX_SHADER
#define IN(_loc) layout(location = _loc) in
#define PASS(_loc) layout(location = _loc) out
#define PASS_FLAT(_loc) layout(location = _loc) flat out
#endif
#ifdef GSK_FRAGMENT_SHADER
#define PASS(_loc) layout(location = _loc) in
#define PASS_FLAT(_loc) layout(location = _loc) flat in
layout(set = 0, binding = 0) uniform sampler2D textures[50000];
layout(set = 1, binding = 0) readonly buffer FloatBuffers {
float floats[];
} buffers[50000];
layout(location = 0) out vec4 out_color;
#define gsk_get_texture(id) textures[nonuniformEXT (id)]
#define gsk_get_buffer(id) buffers[nonuniformEXT (id)]
#define gsk_get_float(id) gsk_get_buffer(0).floats[id]
#define gsk_get_int(id) (floatBitsToInt(gsk_get_float(id)))
#define gsk_get_uint(id) (floatBitsToUint(gsk_get_float(id)))
void
gsk_set_output_color (vec4 color)
{
out_color = color;
}
#endif