0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
115 lines
2.5 KiB
GLSL
115 lines
2.5 KiB
GLSL
/* clang-format off */
|
|
[versions]
|
|
|
|
lines = "#define MODE_LINES"
|
|
triangles = "#define MODE_TRIANGLES"
|
|
|
|
[vertex]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
#include "lm_common_inc.glsl"
|
|
|
|
/* clang-format on */
|
|
|
|
layout(push_constant, binding = 0, std430) uniform Params {
|
|
uint base_index;
|
|
uint slice;
|
|
vec2 uv_offset;
|
|
bool debug;
|
|
float blend;
|
|
uint pad[2];
|
|
} params;
|
|
|
|
layout(location = 0) out vec3 uv_interp;
|
|
|
|
void main() {
|
|
#ifdef MODE_TRIANGLES
|
|
|
|
uint triangle_idx = params.base_index + gl_VertexIndex / 3;
|
|
uint triangle_subidx = gl_VertexIndex % 3;
|
|
|
|
vec2 uv;
|
|
if (triangle_subidx == 0) {
|
|
uv = vertices.data[triangles.data[triangle_idx].indices.x].uv;
|
|
} else if (triangle_subidx == 1) {
|
|
uv = vertices.data[triangles.data[triangle_idx].indices.y].uv;
|
|
} else {
|
|
uv = vertices.data[triangles.data[triangle_idx].indices.z].uv;
|
|
}
|
|
|
|
uv_interp = vec3(uv, float(params.slice));
|
|
gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
|
|
|
|
#endif
|
|
|
|
#ifdef MODE_LINES
|
|
uint seam_idx = params.base_index + gl_VertexIndex / 4;
|
|
uint seam_subidx = gl_VertexIndex % 4;
|
|
|
|
uint src_idx;
|
|
uint dst_idx;
|
|
|
|
if (seam_subidx == 0) {
|
|
src_idx = seams.data[seam_idx].b.x;
|
|
dst_idx = seams.data[seam_idx].a.x;
|
|
} else if (seam_subidx == 1) {
|
|
src_idx = seams.data[seam_idx].b.y;
|
|
dst_idx = seams.data[seam_idx].a.y;
|
|
} else if (seam_subidx == 2) {
|
|
src_idx = seams.data[seam_idx].a.x;
|
|
dst_idx = seams.data[seam_idx].b.x;
|
|
} else if (seam_subidx == 3) {
|
|
src_idx = seams.data[seam_idx].a.y;
|
|
dst_idx = seams.data[seam_idx].b.y;
|
|
}
|
|
|
|
vec2 src_uv = vertices.data[src_idx].uv;
|
|
vec2 dst_uv = vertices.data[dst_idx].uv + params.uv_offset;
|
|
|
|
uv_interp = vec3(src_uv, float(params.slice));
|
|
gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0);
|
|
;
|
|
#endif
|
|
}
|
|
|
|
/* clang-format off */
|
|
[fragment]
|
|
|
|
#version 450
|
|
|
|
VERSION_DEFINES
|
|
|
|
#include "lm_common_inc.glsl"
|
|
|
|
/* clang-format on */
|
|
|
|
layout(push_constant, binding = 0, std430) uniform Params {
|
|
uint base_index;
|
|
uint slice;
|
|
vec2 uv_offset;
|
|
bool debug;
|
|
float blend;
|
|
uint pad[2];
|
|
} params;
|
|
|
|
layout(location = 0) in vec3 uv_interp;
|
|
|
|
layout(location = 0) out vec4 dst_color;
|
|
|
|
layout(set = 1, binding = 0) uniform texture2DArray src_color_tex;
|
|
|
|
void main() {
|
|
if (params.debug) {
|
|
#ifdef MODE_TRIANGLES
|
|
dst_color = vec4(1, 0, 1, 1);
|
|
#else
|
|
dst_color = vec4(1, 1, 0, 1);
|
|
#endif
|
|
} else {
|
|
vec4 src_color = textureLod(sampler2DArray(src_color_tex, linear_sampler), uv_interp, 0.0);
|
|
dst_color = vec4(src_color.rgb, params.blend); //mix
|
|
}
|
|
}
|