Files
MapLibreParticleLab/include/mbgl/shaders/vulkan/custom_geometry.hpp
2025-02-28 21:49:20 +00:00

58 lines
1.6 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
constexpr auto customGeometryShaderPrelude = R"(#define idCustomGeometryDrawableUBO drawableReservedUBOCount)";
template <>
struct ShaderSource<BuiltIn::CustomGeometryShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "CustomGeometryShader";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = customGeometryShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec2 in_texcoord;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idCustomGeometryDrawableUBO) uniform CustomDrawableDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
layout(location = 0) out vec2 frag_uv;
void main() {
frag_uv = in_texcoord;
gl_Position = drawable.matrix * vec4(in_position, 1.0);
applySurfaceTransform();
}
)";
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 = idCustomGeometryDrawableUBO) uniform CustomDrawableDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image_sampler;
void main() {
out_color = texture(image_sampler, frag_uv) * drawable.color;
}
)";
};
} // namespace shaders
} // namespace mbgl