vulkan: Split generic code off

No need to duplicate code in shaders when it can be shared.
This commit is contained in:
Benjamin Otte
2023-05-15 02:24:50 +02:00
parent 6d8c8199d9
commit 3e620a8fe5
3 changed files with 39 additions and 14 deletions

View File

@@ -1,6 +1,6 @@
#version 420 core
#include "clip.vert.glsl"
#include "common.vert.glsl"
#include "rect.vert.glsl"
layout(location = 0) in vec4 inRect;
@@ -10,19 +10,9 @@ layout(location = 0) out vec2 outPos;
layout(location = 1) out flat Rect outRect;
layout(location = 2) out flat vec4 outColor;
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0) };
void main() {
Rect rect = rect_round_larger (clip_rect (rect_from_gsk (inRect)));
vec2 pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[gl_VertexIndex]);
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
outPos = pos;
outRect = rect_from_gsk (inRect);
Rect r = rect_from_gsk (inRect);
outPos = set_position_from_rect (r);
outRect = r;
outColor = inColor;
}

View File

@@ -0,0 +1,34 @@
#ifndef _COMMON_VERT_
#define _COMMON_VERT_
#include "clip.vert.glsl"
#include "constants.glsl"
#include "rect.glsl"
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0) };
vec2
set_position_from_rect (Rect rect)
{
Rect r = rect_round_larger (clip_rect (rect));
vec2 pos = mix (r.bounds.xy, r.bounds.zw, offsets[gl_VertexIndex]);
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
return pos;
}
vec2
scale_tex_coord (vec2 in_pos,
Rect in_rect,
vec4 tex_rect)
{
return tex_rect.xy + (in_pos - in_rect.bounds.xy) / rect_size (in_rect) * tex_rect.zw;
}
#endif

View File

@@ -1,6 +1,7 @@
gsk_private_vulkan_include_shaders = [
'clip.frag.glsl',
'clip.vert.glsl',
'common.vert.glsl',
'constants.glsl',
'rect.glsl',
'rect.frag.glsl',