27 lines
690 B
GLSL
27 lines
690 B
GLSL
#version 450
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layout(location = 0) in vec2 v_Pos;
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layout(location = 1) in vec2 i_Pos;
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layout(location = 2) in vec2 i_Scale;
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layout(location = 3) in vec2 i_Atlas_Pos;
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layout(location = 4) in vec2 i_Atlas_Scale;
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layout(location = 5) in uint i_Layer;
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layout (set = 0, binding = 0) uniform Globals {
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mat4 u_Transform;
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};
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layout(location = 0) out vec3 o_Uv;
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void main() {
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o_Uv = vec3(v_Pos * i_Atlas_Scale + i_Atlas_Pos, i_Layer);
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mat4 i_Transform = mat4(
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vec4(i_Scale.x, 0.0, 0.0, 0.0),
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vec4(0.0, i_Scale.y, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(i_Pos, 0.0, 1.0)
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);
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gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
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}
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