64 lines
1.8 KiB
GLSL
64 lines
1.8 KiB
GLSL
// NOTE: This file is compiled and embedded into the exe.
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// Use `xenia-build genspirv` and check in any changes under bin/.
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#version 450 core
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#extension all : warn
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#extension GL_ARB_shading_language_420pack : require
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#extension GL_ARB_separate_shader_objects : require
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#extension GL_ARB_explicit_attrib_location : require
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layout(push_constant) uniform push_consts_type {
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vec4 window_scale;
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vec4 vtx_fmt;
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vec4 point_size;
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vec4 alpha_test;
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uint ps_param_gen;
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} push_constants;
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in gl_PerVertex {
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vec4 gl_Position;
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// float gl_ClipDistance[];
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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// float gl_ClipDistance[];
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};
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layout(location = 0) in vec4 in_interpolators[][16];
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layout(location = 16) in vec2 in_point_coord_unused[];
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layout(location = 17) in float point_size[];
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layout(location = 0) out vec4 out_interpolators[16];
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layout(location = 16) out vec2 point_coord;
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// TODO(benvanik): clamp to min/max.
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// TODO(benvanik): figure out how to see which interpolator gets adjusted.
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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void main() {
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const vec2 offsets[4] = {
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vec2(-1.0, 1.0),
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vec2( 1.0, 1.0),
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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};
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vec4 pos = gl_in[0].gl_Position;
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vec2 window_scaled_psize = push_constants.point_size.xy;
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// Shader header writes -1.0f to pointSize by default, so any positive value
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// means that it was overwritten by the translated vertex shader.
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if (point_size[0] > 0.0f) {
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window_scaled_psize = vec2(point_size[0]);
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}
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window_scaled_psize /= push_constants.window_scale.zw;
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for (int i = 0; i < 4; ++i) {
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gl_Position = vec4(pos.xy + (offsets[i] * window_scaled_psize), pos.zw);
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out_interpolators = in_interpolators[0];
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point_coord = max(offsets[i], vec2(0.0f));
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EmitVertex();
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}
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EndPrimitive();
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}
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