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30 lines
581 B
GLSL
30 lines
581 B
GLSL
#version 150
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// Allows for about 8 million draws per frame
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const float DEPTH_INCREMENT = 1.0 / float(1u << 22u);
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uniform ivec2 uScreenSize;
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in ivec4 vBounds;
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in ivec4 vClip;
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in uint vColour;
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in int vDepth;
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in mat4x2 vVertMat;
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flat out uint fColour;
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void main()
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{
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vec2 pos = clamp(vVertMat * vBounds, vClip.xy, vClip.zw);
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// Transform screen coordinates to viewport coordinates
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pos = (pos * (2.0 / uScreenSize)) - 1.0;
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pos.y *= -1;
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float depth = 1.0 - (vDepth + 1) * DEPTH_INCREMENT;
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fColour = vColour;
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gl_Position = vec4(pos, depth, 1.0);
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}
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