gtk/gsk/gpu/shaders/common-vulkan.glsl
Benjamin Otte 64a67ac3a8 gpu: Turn globals into macros
This way, we can be more flexible in refactoring how we handle globals
(guess what we're gonna do next).
2024-01-07 07:22:50 +01:00

51 lines
1.3 KiB
GLSL

#extension GL_EXT_nonuniform_qualifier : enable
#include "enums.glsl"
layout(push_constant) uniform PushConstants {
mat4 mvp;
mat3x4 clip;
vec2 scale;
} push;
layout(constant_id=0) const uint GSK_SHADER_CLIP = GSK_GPU_SHADER_CLIP_NONE;
#define GSK_GLOBAL_MVP push.mvp
#define GSK_GLOBAL_CLIP push.clip
#define GSK_GLOBAL_CLIP_RECT push.clip[0]
#define GSK_GLOBAL_SCALE push.scale
#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_texture(id, pos) texture (textures[nonuniformEXT (id)], pos)
#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