Finally got a letter on the screen with the VEFontCache port
This commit is contained in:
@ -14,7 +14,8 @@ import sg "thirdparty:sokol/gfx"
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Get shader desc: ve_blit_atlas_shader_desc(sg.query_backend())
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Vertex shader: ve_blit_atlas_vs
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Attributes:
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ATTR_ve_blit_atlas_vs_v_elem => 0
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ATTR_ve_blit_atlas_vs_v_position => 0
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ATTR_ve_blit_atlas_vs_v_texture => 1
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Fragment shader: ve_blit_atlas_fs
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Uniform block 've_blit_atlas_fs_params':
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Odin struct: Ve_Blit_Atlas_Fs_Params
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@ -31,7 +32,8 @@ import sg "thirdparty:sokol/gfx"
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Image: ve_blit_atlas_src_texture
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Sampler: ve_blit_atlas_src_sampler
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*/
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ATTR_ve_blit_atlas_vs_v_elem :: 0
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ATTR_ve_blit_atlas_vs_v_position :: 0
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ATTR_ve_blit_atlas_vs_v_texture :: 1
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SLOT_ve_blit_atlas_fs_params :: 0
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SLOT_ve_blit_atlas_src_texture :: 0
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SLOT_ve_blit_atlas_src_sampler :: 0
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@ -44,11 +46,13 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
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/*
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static float4 gl_Position;
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static float2 uv;
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static float4 v_elem;
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static float2 v_texture;
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static float2 v_position;
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struct SPIRV_Cross_Input
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{
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float4 v_elem : TEXCOORD0;
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float2 v_position : TEXCOORD0;
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float2 v_texture : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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@ -59,13 +63,14 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
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void vert_main()
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{
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uv = v_elem.zw;
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gl_Position = float4(v_elem.xy, 0.0f, 1.0f);
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uv = float2(v_texture.x, 1.0f - v_texture.y);
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gl_Position = float4(v_position, 0.0f, 1.0f);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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v_elem = stage_input.v_elem;
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v_texture = stage_input.v_texture;
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v_position = stage_input.v_position;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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@ -74,48 +79,57 @@ Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
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}
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*/
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@(private)
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ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
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ve_blit_atlas_vs_source_hlsl4 := [705]u8 {
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0x00,
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}
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/*
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cbuffer ve_blit_atlas_fs_params : register(b0)
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{
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int _84_region : packoffset(c0);
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int _83_region : packoffset(c0);
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};
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Texture2D<float4> ve_blit_atlas_src_texture : register(t0);
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@ -141,26 +155,26 @@ ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
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void frag_main()
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{
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bool _92 = _84_region == 0;
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bool _100;
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if (!_92)
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bool _88 = _83_region == 0;
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bool _96;
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if (!_88)
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{
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_100 = _84_region == 1;
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_96 = _83_region == 1;
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}
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else
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{
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_100 = _92;
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_96 = _88;
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}
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bool _108;
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if (!_100)
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bool _104;
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if (!_96)
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{
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_108 = _84_region == 2;
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_104 = _83_region == 2;
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}
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else
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{
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_108 = _100;
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_104 = _96;
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}
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if (_108)
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if (_104)
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{
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float2 param = uv + float2(-0.00048828125f, -0.0029296875f);
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float2 param_1 = float2(0.00048828125f, 0.001953125f);
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@ -174,7 +188,7 @@ ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
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}
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else
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{
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frag_color = float4(1.0f, 0.0f, 0.0f, 0.0500000007450580596923828125f);
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frag_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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@ -188,11 +202,11 @@ ve_blit_atlas_vs_source_hlsl4 := [560]u8 {
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}
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*/
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@(private)
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ve_blit_atlas_fs_source_hlsl4 := [2167]u8 {
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ve_blit_atlas_fs_source_hlsl4 := [2135]u8 {
|
||||
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@ -242,75 +256,73 @@ ve_blit_atlas_fs_source_hlsl4 := [2167]u8 {
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0x20,0x20,0x20,0x20,0x7d,0x0a,0x7d,0x0a,0x0a,0x53,0x50,0x49,0x52,0x56,0x5f,0x43,
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||||
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|
||||
0x28,0x53,0x50,0x49,0x52,0x56,0x5f,0x43,0x72,0x6f,0x73,0x73,0x5f,0x49,0x6e,0x70,
|
||||
@ -333,6 +345,8 @@ ve_blit_atlas_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
case .D3D11:
|
||||
desc.attrs[0].sem_name = "TEXCOORD"
|
||||
desc.attrs[0].sem_index = 0
|
||||
desc.attrs[1].sem_name = "TEXCOORD"
|
||||
desc.attrs[1].sem_index = 1
|
||||
desc.vs.source = transmute(cstring)&ve_blit_atlas_vs_source_hlsl4
|
||||
desc.vs.d3d11_target = "vs_4_0"
|
||||
desc.vs.entry = "main"
|
||||
|
@ -32,7 +32,6 @@ void main()
|
||||
{
|
||||
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
|
||||
const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
|
||||
int something = region;
|
||||
if ( region == 0 || region == 1 || region == 2 )
|
||||
{
|
||||
float alpha =
|
||||
@ -44,7 +43,7 @@ void main()
|
||||
}
|
||||
else
|
||||
{
|
||||
frag_color = vec4( 1.0f, 0.0f, 0.0f, 0.05f );
|
||||
frag_color = vec4( 0.0f, 0.0f, 0.0f, 1.0 );
|
||||
}
|
||||
}
|
||||
@end
|
||||
|
@ -14,7 +14,8 @@ import sg "thirdparty:sokol/gfx"
|
||||
Get shader desc: ve_draw_text_shader_desc(sg.query_backend())
|
||||
Vertex shader: ve_draw_text_vs
|
||||
Attributes:
|
||||
ATTR_ve_draw_text_vs_v_elem => 0
|
||||
ATTR_ve_draw_text_vs_v_position => 0
|
||||
ATTR_ve_draw_text_vs_v_texture => 1
|
||||
Fragment shader: ve_draw_text_fs
|
||||
Uniform block 've_draw_text_fs_params':
|
||||
Odin struct: Ve_Draw_Text_Fs_Params
|
||||
@ -31,7 +32,8 @@ import sg "thirdparty:sokol/gfx"
|
||||
Image: ve_draw_text_src_texture
|
||||
Sampler: ve_draw_text_src_sampler
|
||||
*/
|
||||
ATTR_ve_draw_text_vs_v_elem :: 0
|
||||
ATTR_ve_draw_text_vs_v_position :: 0
|
||||
ATTR_ve_draw_text_vs_v_texture :: 1
|
||||
SLOT_ve_draw_text_fs_params :: 0
|
||||
SLOT_ve_draw_text_src_texture :: 0
|
||||
SLOT_ve_draw_text_src_sampler :: 0
|
||||
@ -45,11 +47,13 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
|
||||
/*
|
||||
static float4 gl_Position;
|
||||
static float2 uv;
|
||||
static float4 v_elem;
|
||||
static float2 v_texture;
|
||||
static float2 v_position;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float4 v_elem : TEXCOORD0;
|
||||
float2 v_position : TEXCOORD0;
|
||||
float2 v_texture : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
@ -60,13 +64,14 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
|
||||
|
||||
void vert_main()
|
||||
{
|
||||
uv = v_elem.zw;
|
||||
gl_Position = float4((v_elem.xy * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
|
||||
uv = float2(v_texture.x, 1.0f - v_texture.y);
|
||||
gl_Position = float4((v_position * 2.0f) - 1.0f.xx, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
v_elem = stage_input.v_elem;
|
||||
v_texture = stage_input.v_texture;
|
||||
v_position = stage_input.v_position;
|
||||
vert_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.gl_Position = gl_Position;
|
||||
@ -75,44 +80,53 @@ Ve_Draw_Text_Fs_Params :: struct #align(16) {
|
||||
}
|
||||
*/
|
||||
@(private)
|
||||
ve_draw_text_vs_source_hlsl4 := [579]u8 {
|
||||
ve_draw_text_vs_source_hlsl4 := [724]u8 {
|
||||
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||||
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|
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|
||||
0x0a,0x7d,0x0a,0x00,
|
||||
}
|
||||
/*
|
||||
cbuffer ve_draw_text_fs_params : register(b0)
|
||||
@ -144,7 +158,7 @@ ve_draw_text_vs_source_hlsl4 := [579]u8 {
|
||||
{
|
||||
alpha = 0.25f * (((ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(-0.000244140625f, -0.0009765625f)).x + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(-0.000244140625f, 0.0009765625f)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(0.000244140625f, -0.0009765625f)).x) + ve_draw_text_src_texture.Sample(ve_draw_text_src_sampler, uv + float2(0.000244140625f, 0.0009765625f)).x);
|
||||
}
|
||||
frag_color = float4(_31_colour.xyz, mad(_31_colour.w, alpha, 0.0500000007450580596923828125f));
|
||||
frag_color = float4(_31_colour.xyz, _31_colour.w * alpha);
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
@ -157,7 +171,7 @@ ve_draw_text_vs_source_hlsl4 := [579]u8 {
|
||||
}
|
||||
*/
|
||||
@(private)
|
||||
ve_draw_text_fs_source_hlsl4 := [1333]u8 {
|
||||
ve_draw_text_fs_source_hlsl4 := [1296]u8 {
|
||||
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|
||||
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|
||||
@ -224,24 +238,22 @@ ve_draw_text_fs_source_hlsl4 := [1333]u8 {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
}
|
||||
ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
@ -250,6 +262,8 @@ ve_draw_text_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
case .D3D11:
|
||||
desc.attrs[0].sem_name = "TEXCOORD"
|
||||
desc.attrs[0].sem_index = 0
|
||||
desc.attrs[1].sem_name = "TEXCOORD"
|
||||
desc.attrs[1].sem_index = 1
|
||||
desc.vs.source = transmute(cstring)&ve_draw_text_vs_source_hlsl4
|
||||
desc.vs.d3d11_target = "vs_4_0"
|
||||
desc.vs.entry = "main"
|
||||
|
@ -4,15 +4,14 @@
|
||||
@header import sg "thirdparty:sokol/gfx"
|
||||
|
||||
@vs ve_draw_text_vs
|
||||
// in vec2 v_position;
|
||||
// in vec2 v_texture;
|
||||
in vec4 v_elem;
|
||||
in vec2 v_position;
|
||||
in vec2 v_texture;
|
||||
out vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
uv = v_elem.zw;
|
||||
gl_Position = vec4( v_elem.xy * 2.0f - 1.0f, 0.0f, 1.0f );
|
||||
uv = vec2( v_texture.x, 1 - v_texture.y );
|
||||
gl_Position = vec4( v_position * 2.0f - 1.0f, 0.0f, 1.0f );
|
||||
}
|
||||
@end
|
||||
|
||||
@ -41,7 +40,7 @@ void main()
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * 0.25f)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * 0.25f);
|
||||
}
|
||||
frag_color = vec4( colour.xyz, colour.a * alpha + 0.05f );
|
||||
frag_color = vec4( colour.xyz, colour.a * alpha );
|
||||
}
|
||||
@end
|
||||
|
||||
|
@ -14,18 +14,22 @@ import sg "thirdparty:sokol/gfx"
|
||||
Get shader desc: ve_render_glyph_shader_desc(sg.query_backend())
|
||||
Vertex shader: ve_render_glyph_vs
|
||||
Attributes:
|
||||
ATTR_ve_render_glyph_vs_v_elem => 0
|
||||
ATTR_ve_render_glyph_vs_v_position => 0
|
||||
ATTR_ve_render_glyph_vs_v_texture => 1
|
||||
Fragment shader: ve_render_glyph_fs
|
||||
*/
|
||||
ATTR_ve_render_glyph_vs_v_elem :: 0
|
||||
ATTR_ve_render_glyph_vs_v_position :: 0
|
||||
ATTR_ve_render_glyph_vs_v_texture :: 1
|
||||
/*
|
||||
static float4 gl_Position;
|
||||
static float2 uv;
|
||||
static float4 v_elem;
|
||||
static float2 v_texture;
|
||||
static float2 v_position;
|
||||
|
||||
struct SPIRV_Cross_Input
|
||||
{
|
||||
float4 v_elem : TEXCOORD0;
|
||||
float2 v_position : TEXCOORD0;
|
||||
float2 v_texture : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct SPIRV_Cross_Output
|
||||
@ -36,13 +40,14 @@ ATTR_ve_render_glyph_vs_v_elem :: 0
|
||||
|
||||
void vert_main()
|
||||
{
|
||||
uv = v_elem.zw;
|
||||
gl_Position = float4(v_elem.xy, 0.0f, 1.0f);
|
||||
uv = float2(v_texture.x, 1.0f - v_texture.y);
|
||||
gl_Position = float4(v_position, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||||
{
|
||||
v_elem = stage_input.v_elem;
|
||||
v_texture = stage_input.v_texture;
|
||||
v_position = stage_input.v_position;
|
||||
vert_main();
|
||||
SPIRV_Cross_Output stage_output;
|
||||
stage_output.gl_Position = gl_Position;
|
||||
@ -51,43 +56,52 @@ ATTR_ve_render_glyph_vs_v_elem :: 0
|
||||
}
|
||||
*/
|
||||
@(private)
|
||||
ve_render_glyph_vs_source_hlsl4 := [560]u8 {
|
||||
ve_render_glyph_vs_source_hlsl4 := [705]u8 {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x00,
|
||||
}
|
||||
/*
|
||||
static float4 frag_color;
|
||||
@ -154,6 +168,8 @@ ve_render_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
case .D3D11:
|
||||
desc.attrs[0].sem_name = "TEXCOORD"
|
||||
desc.attrs[0].sem_index = 0
|
||||
desc.attrs[1].sem_name = "TEXCOORD"
|
||||
desc.attrs[1].sem_index = 1
|
||||
desc.vs.source = transmute(cstring)&ve_render_glyph_vs_source_hlsl4
|
||||
desc.vs.d3d11_target = "vs_4_0"
|
||||
desc.vs.entry = "main"
|
||||
|
@ -1,10 +1,10 @@
|
||||
// in vec2 v_position;
|
||||
// in vec2 v_texture;
|
||||
in vec4 v_elem;
|
||||
in vec2 v_position;
|
||||
in vec2 v_texture;
|
||||
// in vec4 v_elem;
|
||||
out vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
uv = v_elem.zw;
|
||||
gl_Position = vec4( v_elem.xy, 0.0, 1.0 );
|
||||
uv = vec2( v_texture.x, 1 - v_texture.y );
|
||||
gl_Position = vec4( v_position, 0.0, 1.0 );
|
||||
}
|
||||
|
Reference in New Issue
Block a user