Files
server/src/wayland/shaders/simula.vert
2023-06-26 19:49:10 -04:00

62 lines
1.5 KiB
GLSL

#version 320 es
// #ifdef GL_AMD_vertex_shader_layer
// #extension GL_AMD_vertex_shader_layer : enable
// #elif defined(GL_NV_viewport_array2)
// #extension GL_NV_viewport_array2 : enable
// #else
// #define gl_Layer int _dummy_gl_layer_var
// #endif
struct Inst
{
mat4 world;
vec4 color;
};
layout(binding = 1, std140) uniform StereoKitBuffer
{
layout(row_major) mat4 sk_view[2];
layout(row_major) mat4 sk_proj[2];
layout(row_major) mat4 sk_proj_inv[2];
layout(row_major) mat4 sk_viewproj[2];
vec4 sk_lighting_sh[9];
vec4 sk_camera_pos[2];
vec4 sk_camera_dir[2];
vec4 sk_fingertip[2];
vec4 sk_cubemap_i;
float sk_time;
uint sk_view_count;
} _38;
layout(binding = 2, std140) uniform TransformBuffer
{
layout(row_major) Inst sk_inst[819];
} _56;
layout(binding = 0, std140) uniform _Global
{
vec4 diffuse_i;
vec2 uv_scale;
vec2 uv_offset;
float fcFactor;
float ripple;
float alpha_min;
float alpha_max;
} _91;
layout(location = 0) in vec4 input_pos;
layout(location = 1) in vec3 input_norm;
layout(location = 2) in vec2 input_uv;
layout(location = 0) out vec2 fs_uv;
mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }
void main()
{
uint _155 = uint(gl_InstanceID) % _38.sk_view_count;
gl_Position = spvWorkaroundRowMajor(_38.sk_viewproj[_155]) * vec4((spvWorkaroundRowMajor(_56.sk_inst[uint(gl_InstanceID) / _38.sk_view_count].world) * vec4(input_pos.xyz, 1.0)).xyz, 1.0);
fs_uv = (input_uv + _91.uv_offset) * _91.uv_scale;
// gl_Layer = int(_155);
}