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MapLibreParticleLab/include/mbgl/shaders/vulkan/debug.hpp
Adrian Cojocaru ea09bdf2b6 Add Android Vulkan backend (#2711)
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
2024-09-06 17:40:57 +03:00

64 lines
1.6 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::DebugShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "DebugShader";
static const std::array<UniformBlockInfo, 1> uniforms;
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(set = 0, binding = 1) uniform DebugUBO {
mat4 matrix;
vec4 color;
float overlay_scale;
float pad1, pad2, pad3;
} debug;
layout(location = 0) out vec2 frag_uv;
void main() {
gl_Position = debug.matrix * vec4(in_position * debug.overlay_scale, 0, 1);
gl_Position.y *= -1.0;
// This vertex shader expects a EXTENT x EXTENT quad,
// The UV co-ordinates for the overlay texture can be calculated using that knowledge
frag_uv = in_position / 8192.0;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec2 frag_uv;
layout(location = 0) out vec4 out_color;
layout(set = 0, binding = 1) uniform DebugUBO {
mat4 matrix;
vec4 color;
float overlay_scale;
float pad1, pad2, pad3;
} debug;
layout(set = 1, binding = 0) uniform sampler2D image_sampler;
void main() {
vec4 overlay_color = texture(image_sampler, frag_uv);
out_color = mix(debug.color, overlay_color, overlay_color.a);
}
)";
};
} // namespace shaders
} // namespace mbgl