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-rw-r--r--src/quick/scenegraph/shaders_ng/sprite.vert35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/sprite.vert b/src/quick/scenegraph/shaders_ng/sprite.vert
new file mode 100644
index 0000000000..b693e31334
--- /dev/null
+++ b/src/quick/scenegraph/shaders_ng/sprite.vert
@@ -0,0 +1,35 @@
+#version 440
+
+layout(location = 0) in vec2 vPos;
+layout(location = 1) in vec2 vTex;
+
+layout(location = 0) out vec4 fTexS;
+layout(location = 1) out float progress;
+
+layout(std140, binding = 0) uniform buf {
+#if QSHADER_VIEW_COUNT >= 2
+ mat4 matrix[QSHADER_VIEW_COUNT];
+#else
+ mat4 matrix;
+#endif
+ vec4 animPos; // x,y, x,y (two frames for interpolation)
+ vec3 animData; // w,h(premultiplied of anim), interpolation progress
+ float opacity;
+};
+
+void main()
+{
+ progress = animData.z;
+
+ // Calculate frame location in texture
+ fTexS.xy = animPos.xy + vTex.xy * animData.xy;
+
+ // Next frame is also passed, for interpolation
+ fTexS.zw = animPos.zw + vTex.xy * animData.xy;
+
+#if QSHADER_VIEW_COUNT >= 2
+ gl_Position = matrix[gl_ViewIndex] * vec4(vPos.x, vPos.y, 0, 1);
+#else
+ gl_Position = matrix * vec4(vPos.x, vPos.y, 0, 1);
+#endif
+}