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

104 lines
3.3 KiB
GLSL

(
name: "SpriteGizmoShader",
resources: [
(
name: "diffuseTexture",
kind: Texture(kind: Sampler2D, fallback: White),
binding: 0
),
(
name: "fyrox_instanceData",
kind: PropertyGroup([
// Autogenerated
]),
binding: 0
),
(
name: "fyrox_cameraData",
kind: PropertyGroup([
// Autogenerated
]),
binding: 1
),
],
disabled_passes: ["GBuffer", "DirectionalShadow", "PointShadow", "SpotShadow"],
passes: [
(
name: "Forward",
draw_parameters: DrawParameters(
cull_face: None,
color_write: ColorMask(
red: true,
green: true,
blue: true,
alpha: true,
),
depth_write: true,
stencil_test: None,
depth_test: Some(Less),
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;
layout(location = 2) in vec2 vertexParams;
layout(location = 3) in vec4 vertexColor;
out vec2 texCoord;
out vec4 color;
void main()
{
float size = vertexParams.x;
float rotation = vertexParams.y;
texCoord = vertexTexCoord;
color = vertexColor;
vec2 vertexOffset = S_RotateVec2(vertexTexCoord * 2.0 - 1.0, rotation);
vec4 worldPosition = fyrox_instanceData.worldMatrix * vec4(vertexPosition, 1.0);
vec3 offset = (vertexOffset.x * fyrox_cameraData.sideVector + vertexOffset.y * fyrox_cameraData.upVector) * size;
gl_Position = fyrox_cameraData.viewProjectionMatrix * (worldPosition + vec4(offset.x, offset.y, offset.z, 0.0));
}
"#,
fragment_shader:
r#"
out vec4 FragColor;
in vec2 texCoord;
in vec4 color;
void main()
{
FragColor = color * S_SRGBToLinear(texture(diffuseTexture, texCoord));
// Pull depth towards near clipping plane so the gizmo will be drawn on top
// of everything, but its parts will be correctly handled by depth test.
gl_FragDepth = gl_FragCoord.z * 0.001;
}
"#,
),
],
)