48 lines
1.7 KiB
GLSL
48 lines
1.7 KiB
GLSL
#version 450
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/* Copyright (c) 2021-2024, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) out vec2 out_uv;
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layout(location = 1) flat out int out_texture_index;
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layout(push_constant) uniform Registers
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{
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float phase;
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} registers;
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void main()
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{
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vec2 local_offset = vec2(gl_VertexIndex & 1, gl_VertexIndex >> 1);
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out_uv = local_offset;
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// A lazy quad rotation, could easily have been precomputed on CPU.
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float cos_phase = cos(registers.phase);
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float sin_phase = sin(registers.phase);
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local_offset = mat2(cos_phase, -sin_phase, sin_phase, cos_phase) * (local_offset - 0.5);
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// To keep the sample as simple as possible, use gl_InstanceIndex to move the quads around on screen.
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int instance_x = gl_InstanceIndex % 8;
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int instance_y = gl_InstanceIndex / 8;
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vec2 instance_offset = vec2(instance_x, instance_y) / vec2(15.0, 7.0);
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instance_offset = 2.1 * (instance_offset - 0.5);
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gl_Position = vec4((0.10 * local_offset) + instance_offset, 0.0, 1.0);
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// Pass down an index which we will use to index into the descriptor array.
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out_texture_index = gl_InstanceIndex;
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}
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