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MapLibreParticleLab/include/mbgl/shaders/vulkan/debug.hpp
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

74 lines
1.8 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
#define DEBUG_SHADER_PRELUDE \
R"(
#define idDebugUBO drawableReservedUBOCount
)"
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 vertex = DEBUG_SHADER_PRELUDE 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 = DEBUG_SHADER_PRELUDE 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