diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/sprite.vert')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/sprite.vert | 20 |
1 files changed, 13 insertions, 7 deletions
diff --git a/src/quick/scenegraph/shaders_ng/sprite.vert b/src/quick/scenegraph/shaders_ng/sprite.vert index b76e2b206f..b693e31334 100644 --- a/src/quick/scenegraph/shaders_ng/sprite.vert +++ b/src/quick/scenegraph/shaders_ng/sprite.vert @@ -7,23 +7,29 @@ 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; -} ubuf; - -out gl_PerVertex { vec4 gl_Position; }; +}; void main() { - progress = ubuf.animData.z; + progress = animData.z; // Calculate frame location in texture - fTexS.xy = ubuf.animPos.xy + vTex.xy * ubuf.animData.xy; + fTexS.xy = animPos.xy + vTex.xy * animData.xy; // Next frame is also passed, for interpolation - fTexS.zw = ubuf.animPos.zw + vTex.xy * ubuf.animData.xy; + fTexS.zw = animPos.zw + vTex.xy * animData.xy; - gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0, 1); +#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 } |