vulkan: Update texture shader to do AA

This commit is contained in:
Benjamin Otte
2023-05-15 02:25:41 +02:00
parent 3e620a8fe5
commit a73530f952
2 changed files with 13 additions and 20 deletions

View File

@@ -1,9 +1,11 @@
#version 420 core
#include "clip.frag.glsl"
#include "rect.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inTexCoord;
layout(location = 1) in Rect inRect;
layout(location = 2) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform sampler2D inTexture;
@@ -11,5 +13,6 @@ layout(location = 0) out vec4 color;
void main()
{
color = clip (inPos, texture (inTexture, inTexCoord));
float alpha = rect_coverage (inRect, inPos);
color = clip_scaled (inPos, texture (inTexture, inTexCoord) * alpha);
}

View File

@@ -1,30 +1,20 @@
#version 420 core
#include "clip.vert.glsl"
#include "common.vert.glsl"
#include "rect.vert.glsl"
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(location = 0) out vec2 outPos;
layout(location = 1) out vec2 outTexCoord;
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) };
layout(location = 1) out flat Rect outRect;
layout(location = 2) out vec2 outTexCoord;
void main() {
vec4 rect = clip (inRect);
vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0);
Rect r = rect_from_gsk (inRect);
vec2 pos = set_position_from_rect (r);
outPos = pos;
vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
rect.zw / inRect.zw);
texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
inTexRect.zw * texrect.zw);
outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
outRect = r;
outTexCoord = scale_tex_coord (pos, r, inTexRect);
}