Add entity shaders

This commit is contained in:
Jared Miller 2025-12-16 08:56:01 -05:00
parent 6ac5b10b93
commit ee384f2355
2 changed files with 61 additions and 0 deletions

13
shaders/entity.frag Normal file
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#version 430
in vec2 fragTexCoord;
in vec3 fragColor;
uniform sampler2D circleTexture;
out vec4 finalColor;
void main() {
float alpha = texture(circleTexture, fragTexCoord).r;
finalColor = vec4(fragColor, alpha);
}

48
shaders/entity.vert Normal file
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#version 430
// quad corner position (-0.5 to 0.5)
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 texCoord;
// entity data from SSBO
struct Entity {
float x;
float y;
uint color;
};
layout(std430, binding = 0) readonly buffer EntityData {
Entity entities[];
};
// screen size for NDC conversion
uniform vec2 screenSize;
out vec2 fragTexCoord;
out vec3 fragColor;
void main() {
// get entity data from SSBO
Entity e = entities[gl_InstanceID];
// convert entity position to NDC
// entity coords are in screen pixels, convert to [-1, 1]
float ndcX = (e.x / screenSize.x) * 2.0 - 1.0;
float ndcY = (e.y / screenSize.y) * 2.0 - 1.0;
// quad size in NDC (16 pixels)
float quadSizeNdc = 16.0 / screenSize.x;
// offset by quad corner position
gl_Position = vec4(ndcX + position.x * quadSizeNdc,
ndcY + position.y * quadSizeNdc,
0.0, 1.0);
// extract RGB from packed color (0xRRGGBB)
float r = float((e.color >> 16u) & 0xFFu) / 255.0;
float g = float((e.color >> 8u) & 0xFFu) / 255.0;
float b = float(e.color & 0xFFu) / 255.0;
fragColor = vec3(r, g, b);
fragTexCoord = texCoord;
}