servo/resources/shaders/ps_composite.vs.glsl
2016-08-03 10:14:42 +02:00

37 lines
1.1 KiB
GLSL

#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Composite {
uvec4 src0;
uvec4 src1;
uvec4 target_rect;
ivec4 info;
vec4 amount;
};
layout(std140) uniform Items {
Composite composites[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Composite composite = composites[gl_InstanceID];
vec2 local_pos = mix(vec2(composite.target_rect.xy),
vec2(composite.target_rect.xy + composite.target_rect.zw),
aPosition.xy);
vec2 st0 = vec2(composite.src0.xy) / 2048.0;
vec2 st1 = vec2(composite.src0.xy + composite.src0.zw) / 2048.0;
vUv0 = mix(st0, st1, aPosition.xy);
st0 = vec2(composite.src1.xy) / 2048.0;
st1 = vec2(composite.src1.xy + composite.src1.zw) / 2048.0;
vUv1 = mix(st0, st1, aPosition.xy);
vInfo = composite.info.xy;
vAmount = composite.amount.x;
gl_Position = uTransform * vec4(local_pos, 0, 1);
}