aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/shaders_ng/smoothtexture.vert
diff options
context:
space:
mode:
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/smoothtexture.vert')
-rw-r--r--src/quick/scenegraph/shaders_ng/smoothtexture.vert28
1 files changed, 19 insertions, 9 deletions
diff --git a/src/quick/scenegraph/shaders_ng/smoothtexture.vert b/src/quick/scenegraph/shaders_ng/smoothtexture.vert
index 965c837852..4edde5472c 100644
--- a/src/quick/scenegraph/shaders_ng/smoothtexture.vert
+++ b/src/quick/scenegraph/shaders_ng/smoothtexture.vert
@@ -9,23 +9,33 @@ layout(location = 0) out vec2 texCoord;
layout(location = 1) out float vertexOpacity;
layout(std140, binding = 0) uniform buf {
+#if QSHADER_VIEW_COUNT >= 2
+ mat4 qt_Matrix[QSHADER_VIEW_COUNT];
+#else
mat4 qt_Matrix;
+#endif
float opacity;
vec2 pixelSize;
-} ubuf;
-
-out gl_PerVertex { vec4 gl_Position; };
+};
void main()
{
- vec4 pos = ubuf.qt_Matrix * vertex;
+#if QSHADER_VIEW_COUNT >= 2
+ vec4 pos = qt_Matrix[gl_ViewIndex] * vertex;
+ vec4 m0 = qt_Matrix[gl_ViewIndex][0];
+ vec4 m1 = qt_Matrix[gl_ViewIndex][1];
+#else
+ vec4 pos = qt_Matrix * vertex;
+ vec4 m0 = qt_Matrix[0];
+ vec4 m1 = qt_Matrix[1];
+#endif
gl_Position = pos;
texCoord = multiTexCoord;
if (vertexOffset.x != 0.) {
- vec4 delta = ubuf.qt_Matrix[0] * vertexOffset.x;
+ vec4 delta = m0 * vertexOffset.x;
vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
- vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.pixelSize);
+ vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
float numerator = dot(dir, ndir * pos.w * pos.w);
float scale = 0.0;
@@ -38,9 +48,9 @@ void main()
}
if (vertexOffset.y != 0.) {
- vec4 delta = ubuf.qt_Matrix[1] * vertexOffset.y;
+ vec4 delta = m1 * vertexOffset.y;
vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
- vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.pixelSize);
+ vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
float numerator = dot(dir, ndir * pos.w * pos.w);
float scale = 0.0;
@@ -57,5 +67,5 @@ void main()
if (onEdge && outerEdge)
vertexOpacity = 0.;
else
- vertexOpacity = ubuf.opacity;
+ vertexOpacity = opacity;
}