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MapLibreParticleLab/include/mbgl/shaders/vulkan/debug.hpp
Adrian Cojocaru 1b6ed35426 Vulkan fill extrusion instancing [Core optimization] (#4310)
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
2026-06-06 01:06:59 +02:00

70 lines
1.8 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
constexpr auto debugShaderPrelude = R"(#define idDebugUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::DebugShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "DebugShader";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = debugShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idDebugUBO) uniform DebugUBO {
mat4 matrix;
vec4 color;
float overlay_scale;
float pad1;
float pad2;
float pad3;
} debug;
layout(location = 0) out vec2 frag_uv;
void main() {
gl_Position = debug.matrix * vec4(in_position * debug.overlay_scale, 0, 1);
applySurfaceTransform();
// 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 = DRAWABLE_UBO_SET_INDEX, binding = idDebugUBO) uniform DebugUBO {
mat4 matrix;
vec4 color;
float overlay_scale;
float pad1;
float pad2;
float pad3;
} debug;
layout(set = DRAWABLE_IMAGE_SET_INDEX, 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