Files
renderdoc/renderdoc/data/glsl/mesh.vert
T
baldurk b08d277b61 Apply clang-format to embedded internal shader source
* 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.
2018-12-17 17:10:34 +00:00

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
}