Cleaned up UI renderer a little and added color parameter for quads (WIP).
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24
assets/shaders/glsl/ui.frag
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24
assets/shaders/glsl/ui.frag
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@@ -0,0 +1,24 @@
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#version 460
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layout(set = 2, binding = 0)
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uniform sampler2D u_texture;
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layout(set = 3, binding = 0)
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uniform Parameters
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{
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vec4 u_color;
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};
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layout(location = 0)
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in vec2 i_texCoord;
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layout(location = 1)
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in vec4 i_color;
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layout(location = 0)
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out vec4 o_color;
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void main()
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{
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o_color = texture(u_texture, i_texCoord) * i_color * u_color;
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}
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@@ -12,13 +12,20 @@ in vec2 i_position;
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layout(location = 1)
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in vec2 i_texCoord;
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layout(location = 2)
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in vec4 i_color;
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layout(location = 0)
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out vec2 o_texCoord;
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layout(location = 1)
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out vec4 o_color;
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void main()
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{
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vec2 relativePos = 2.0 * (i_position / u_windowSize) - vec2(1.0);
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relativePos.y *= -1.0;
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gl_Position = vec4(relativePos, 0.0, 1.0);
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o_texCoord = i_texCoord;
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o_color = i_color;
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}
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