About to start shaders
This commit is contained in:
6
src/duskgl/display/shader/fragments/header.glsl
Normal file
6
src/duskgl/display/shader/fragments/header.glsl
Normal file
@ -0,0 +1,6 @@
|
||||
#version 330 core
|
||||
|
||||
// Copyright (c) 2025 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
25
src/duskgl/display/shader/fragments/quad.glsl
Normal file
25
src/duskgl/display/shader/fragments/quad.glsl
Normal file
@ -0,0 +1,25 @@
|
||||
// Copyright (c) 2025 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
vec2 quadGetVertice(uint indiceIndex) {
|
||||
vec2 vert = vec2(0, 0);
|
||||
|
||||
if(indiceIndex == 0u || indiceIndex == 4u) {
|
||||
// vert = vec2(0, 0);
|
||||
} else if(indiceIndex == 1u) {
|
||||
vert = vec2(1, 0);
|
||||
} else if(indiceIndex == 2u || indiceIndex == 5u) {
|
||||
vert = vec2(1, 1);
|
||||
} else if(indiceIndex == 3u) {
|
||||
vert = vec2(0, 1);
|
||||
}
|
||||
|
||||
return vert;
|
||||
}
|
||||
|
||||
vec2 quadGetTextureCoordinate(uint indiceIndex) {
|
||||
vec2 vert = quadGetVertice(indiceIndex);
|
||||
return vert;
|
||||
}
|
32
src/duskgl/display/shader/fragments/transforms.glsl
Normal file
32
src/duskgl/display/shader/fragments/transforms.glsl
Normal file
@ -0,0 +1,32 @@
|
||||
// Copyright (c) 2025 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "../../../../dusk/display/displaydefs.h"
|
||||
|
||||
struct Transform {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
vec2 resolution;
|
||||
};
|
||||
|
||||
layout(std140) uniform b_Transforms {
|
||||
Transform transforms;
|
||||
};
|
||||
|
||||
vec2 transformDisplayGetSize() {
|
||||
return vec2(DISPLAY_WIDTH, DISPLAY_HEIGHT);
|
||||
}
|
||||
|
||||
float transformDisplayGetAspectRatio() {
|
||||
return (float(DISPLAY_WIDTH) / float(DISPLAY_HEIGHT));
|
||||
}
|
||||
|
||||
vec2 transformResolutionGetSize() {
|
||||
return transforms.resolution;
|
||||
}
|
||||
|
||||
float transformResolutionGetAspectRatio() {
|
||||
return (transforms.resolution.x / transforms.resolution.y);
|
||||
}
|
Reference in New Issue
Block a user