forked from AuroraMiddleware/gtk
c7d899c535
This is the first step towards easing maintenance of the Vulkan shaders by moving common code into headers.
102 lines
3.5 KiB
GLSL
102 lines
3.5 KiB
GLSL
#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inCornerWidths;
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layout(location = 2) in vec4 inCornerHeights;
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layout(location = 3) in vec4 inBorderWidths;
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layout(location = 4) in mat4 inBorderColors;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec4 outColor;
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layout(location = 2) out flat vec4 outRect;
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layout(location = 3) out flat vec4 outCornerWidths;
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layout(location = 4) out flat vec4 outCornerHeights;
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layout(location = 5) out flat vec4 outBorderWidths;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0) };
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#define TOP 0
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#define RIGHT 1
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#define BOTTOM 2
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#define LEFT 3
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#define TOP_LEFT 0
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#define TOP_RIGHT 1
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#define BOTTOM_RIGHT 2
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#define BOTTOM_LEFT 3
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#define SLICE_TOP_LEFT 0
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#define SLICE_TOP 1
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#define SLICE_TOP_RIGHT 2
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#define SLICE_RIGHT 3
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#define SLICE_BOTTOM_RIGHT 4
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#define SLICE_BOTTOM 5
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#define SLICE_BOTTOM_LEFT 6
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#define SLICE_LEFT 7
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void main() {
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int slice_index = gl_VertexIndex / 6;
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int vert_index = gl_VertexIndex % 6;
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vec4 corner_widths = max (inCornerWidths, inBorderWidths.wyyw);
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vec4 corner_heights = max (inCornerHeights, inBorderWidths.xxzz);
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vec4 rect;
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switch (slice_index)
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{
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case SLICE_TOP_LEFT:
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rect = vec4(inRect.xy, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT]);
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vert_index = (vert_index + 3) % 6;
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break;
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case SLICE_TOP:
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rect = vec4(inRect.x + corner_widths[TOP_LEFT], inRect.y, inRect.z - corner_widths[TOP_LEFT] - corner_widths[TOP_RIGHT], inBorderWidths[TOP]);
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outColor = inBorderColors[TOP];
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break;
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case SLICE_TOP_RIGHT:
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rect = vec4(inRect.x + inRect.z - corner_widths[TOP_RIGHT], inRect.y, corner_widths[TOP_RIGHT], corner_heights[TOP_RIGHT]);
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break;
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case SLICE_RIGHT:
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rect = vec4(inRect.x + inRect.z - inBorderWidths[RIGHT], inRect.y + corner_heights[TOP_RIGHT], inBorderWidths[RIGHT], inRect.w - corner_heights[TOP_RIGHT] - corner_heights[BOTTOM_RIGHT]);
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outColor = inBorderColors[RIGHT];
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break;
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case SLICE_BOTTOM_RIGHT:
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rect = vec4(inRect.x + inRect.z - corner_widths[BOTTOM_RIGHT], inRect.y + inRect.w - corner_heights[BOTTOM_RIGHT], corner_widths[BOTTOM_RIGHT], corner_heights[BOTTOM_RIGHT]);
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break;
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case SLICE_BOTTOM:
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rect = vec4(inRect.x + corner_widths[BOTTOM_LEFT], inRect.y + inRect.w - inBorderWidths[BOTTOM], inRect.z - corner_widths[BOTTOM_LEFT] - corner_widths[BOTTOM_RIGHT], inBorderWidths[BOTTOM]);
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break;
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case SLICE_BOTTOM_LEFT:
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rect = vec4(inRect.x, inRect.y + inRect.w - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], corner_heights[BOTTOM_LEFT]);
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vert_index = (vert_index + 3) % 6;
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break;
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case SLICE_LEFT:
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rect = vec4(inRect.x, inRect.y + corner_heights[TOP_LEFT], inBorderWidths[LEFT], inRect.w - corner_heights[TOP_LEFT] - corner_heights[BOTTOM_LEFT]);
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break;
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}
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vec2 pos;
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if ((slice_index % 4) != 0 || (vert_index % 3) != 2)
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pos = rect.xy + rect.zw * offsets[vert_index];
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else
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pos = rect.xy + rect.zw * vec2(1.0 - offsets[vert_index].x, offsets[vert_index].y);
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outColor = inBorderColors[((gl_VertexIndex / 3 + 15) / 4) % 4];
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outPos = pos;
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outRect = inRect;
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outCornerWidths = inCornerWidths;
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outCornerHeights = inCornerHeights;
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outBorderWidths = inBorderWidths;
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}
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