104 lines
3.3 KiB
GLSL
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;
|
|
}
|
|
"#,
|
|
),
|
|
],
|
|
) |