diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/sprite.vert')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/sprite.vert | 35 |
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 +} |