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Diffstat (limited to 'src/quick/scenegraph/shaders_ng/loqsubpixeldistancefieldtext.vert')
-rw-r--r--src/quick/scenegraph/shaders_ng/loqsubpixeldistancefieldtext.vert20
1 files changed, 13 insertions, 7 deletions
diff --git a/src/quick/scenegraph/shaders_ng/loqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders_ng/loqsubpixeldistancefieldtext.vert
index 187c384959..1b1d3b4013 100644
--- a/src/quick/scenegraph/shaders_ng/loqsubpixeldistancefieldtext.vert
+++ b/src/quick/scenegraph/shaders_ng/loqsubpixeldistancefieldtext.vert
@@ -7,7 +7,11 @@ layout(location = 0) out vec3 sampleNearLeft;
layout(location = 1) out vec3 sampleNearRight;
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;
@@ -15,22 +19,24 @@ 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()
{
- vec2 sampleCoord = tCoord * ubuf.textureScale;
- gl_Position = ubuf.matrix * vCoord;
+ vec2 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 nearLeft = vCoord.xyw - 0.25 * wDelta;
vec3 nearRight = vCoord.xyw + 0.25 * wDelta;
// Calculate neighbor texture coordinate.
- vec2 scale = ubuf.textureScale / ubuf.fontScale;
+ vec2 scale = textureScale / fontScale;
vec2 base = sampleCoord - scale * vCoord.xy;
sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);