diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/smoothtexture.vert')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/smoothtexture.vert | 28 |
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; } |