Files
renderdoc/renderdoc/data/spv/text.vert
T
Jason Ekstrand 8034d1a678 vulkan: Add locations to shader inputs/outputs
As-is, glslang doesn't provide default locations on inputs so these weren't
getting any location decorations whatsoever.  This is illegal in Vulkan.
While putting them in a struct *should* be possible in theory, glslang
doesn't like to do it with the glsl version in the shader.  Just splitting
them into separate inputs seems like the most reliable solution.
2016-06-15 10:35:15 -07:00

53 lines
2.1 KiB
GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2016 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout (location = 0) out vec4 tex;
layout (location = 1) out vec2 glyphuv;
void main(void)
{
const vec3 verts[4] = vec3[4](vec3( 0.0, 0.0, 0.5),
vec3( 1.0, 0.0, 0.5),
vec3( 0.0, 1.0, 0.5),
vec3( 1.0, 1.0, 0.5));
vec3 pos = verts[gl_VertexIndex];
uint strindex = gl_InstanceIndex;
vec2 charPos = vec2(strindex + pos.x + general.TextPosition.x, pos.y + general.TextPosition.y);
FontGlyphData G = glyphs.data[ str.chars[strindex].x ];
gl_Position = vec4(charPos.xy*2.0f*general.TextSize*general.FontScreenAspect.xy + vec2(-1, -1), 1, 1);
glyphuv.xy = (pos.xy - G.posdata.xy) * G.posdata.zw;
tex = G.uvdata * general.CharacterSize.xyxy;
}