mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-04 17:10:47 +00:00
b08d277b61
* It gets a couple of things less than ideal, mostly glsl block names being on the next line, but otherwise it's readable and stops mixed tabs/spaces which had snuck in without checks.
72 lines
2.2 KiB
GLSL
72 lines
2.2 KiB
GLSL
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2015-2018 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.
|
|
******************************************************************************/
|
|
|
|
layout(location = 0) in vec4 position;
|
|
layout(location = 1) in vec4 IN_secondary;
|
|
|
|
#ifndef OPENGL_ES
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
float gl_PointSize;
|
|
};
|
|
#endif
|
|
|
|
layout(location = 0) out vec4 secondary;
|
|
layout(location = 1) out vec4 norm;
|
|
|
|
void main(void)
|
|
{
|
|
vec2 psprite[4] =
|
|
vec2[](vec2(-1.0f, -1.0f), vec2(-1.0f, 1.0f), vec2(1.0f, -1.0f), vec2(1.0f, 1.0f));
|
|
|
|
vec4 pos = position;
|
|
if(Mesh.homogenousInput == 0u)
|
|
{
|
|
pos = vec4(position.xyz, 1);
|
|
}
|
|
else
|
|
{
|
|
#ifdef VULKAN
|
|
pos = vec4(position.x, -position.y, position.z, position.w);
|
|
#endif
|
|
}
|
|
|
|
gl_Position = Mesh.mvp * pos;
|
|
gl_Position.xy += Mesh.pointSpriteSize.xy * 0.01f * psprite[VERTEX_ID % 4] * gl_Position.w;
|
|
secondary = IN_secondary;
|
|
norm = vec4(0, 0, 1, 1);
|
|
|
|
#ifdef VULKAN
|
|
// GL->VK conventions
|
|
gl_Position.y = -gl_Position.y;
|
|
if(Mesh.rawoutput == 0)
|
|
{
|
|
gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
|
|
}
|
|
|
|
gl_PointSize = 4.0f;
|
|
#endif
|
|
}
|