Files
2026-07-13 12:24:51 +08:00

87 lines
2.8 KiB
GLSL

(
name: "Overlay",
resources: [
(
name: "diffuseTexture",
kind: Texture(kind: Sampler2D, fallback: White),
binding: 0
),
(
name: "properties",
kind: PropertyGroup([
(name: "viewProjectionMatrix", kind: Matrix4()),
(name: "worldMatrix", kind: Matrix4()),
(name: "cameraSideVector", kind: Vector3()),
(name: "cameraUpVector", kind: Vector3()),
(name: "size", kind: Float()),
]),
binding: 0
),
],
passes: [
(
name: "Primary",
draw_parameters: DrawParameters(
cull_face: None,
color_write: ColorMask(
red: true,
green: true,
blue: true,
alpha: true,
),
depth_write: false,
stencil_test: None,
depth_test: None,
blend: Some(BlendParameters(
func: BlendFunc(
sfactor: SrcAlpha,
dfactor: OneMinusSrcAlpha,
alpha_sfactor: SrcAlpha,
alpha_dfactor: OneMinusSrcAlpha,
),
equation: BlendEquation(
rgb: Add,
alpha: Add
)
)),
stencil_op: StencilOp(
fail: Keep,
zfail: Keep,
zpass: Keep,
write_mask: 0xFFFF_FFFF,
),
scissor_box: None
),
vertex_shader:
r#"
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
vec2 vertexOffset = vertexTexCoord * 2.0 - 1.0;
vec4 worldPosition = properties.worldMatrix * vec4(vertexPosition, 1.0);
vec3 offset = (vertexOffset.x * properties.cameraSideVector + vertexOffset.y * properties.cameraUpVector) * properties.size;
gl_Position = properties.viewProjectionMatrix * (worldPosition + vec4(offset.x, offset.y, offset.z, 0.0));
}
"#,
fragment_shader:
r#"
out vec4 FragColor;
in vec2 texCoord;
void main()
{
FragColor = texture(diffuseTexture, texCoord);
}
"#,
)
]
)