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-rw-r--r--src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert20
1 files changed, 13 insertions, 7 deletions
diff --git a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
index 9c7281c31c..922074791b 100644
--- a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
+++ b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
@@ -10,7 +10,11 @@ layout(location = 3) out vec3 sampleNearRight;
layout(location = 4) out vec3 sampleFarRight;
layout(std140, binding = 0) uniform buf {
+#if QSHADER_VIEW_COUNT >= 2
+ mat4 matrix[QSHADER_VIEW_COUNT];
+#else
mat4 matrix;
+#endif
vec2 textureScale;
vec4 color;
float alphaMin;
@@ -18,24 +22,26 @@ layout(std140, binding = 0) uniform buf {
// up to this point it must match distancefieldtext
float fontScale;
vec4 vecDelta;
-} ubuf;
-
-out gl_PerVertex { vec4 gl_Position; };
+};
void main()
{
- sampleCoord = tCoord * ubuf.textureScale;
- gl_Position = ubuf.matrix * vCoord;
+ sampleCoord = tCoord * textureScale;
+#if QSHADER_VIEW_COUNT >= 2
+ gl_Position = matrix[gl_ViewIndex] * vCoord;
+#else
+ gl_Position = matrix * vCoord;
+#endif
// Calculate neighbor pixel position in item space.
- vec3 wDelta = gl_Position.w * ubuf.vecDelta.xyw;
+ vec3 wDelta = gl_Position.w * vecDelta.xyw;
vec3 farLeft = vCoord.xyw - 0.667 * wDelta;
vec3 nearLeft = vCoord.xyw - 0.333 * wDelta;
vec3 nearRight = vCoord.xyw + 0.333 * wDelta;
vec3 farRight = vCoord.xyw + 0.667 * wDelta;
// Calculate neighbor texture coordinate.
- vec2 scale = ubuf.textureScale / ubuf.fontScale;
+ vec2 scale = textureScale / fontScale;
vec2 base = sampleCoord - scale * vCoord.xy;
sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z);
sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);