51 lines
1.4 KiB
GLSL
51 lines
1.4 KiB
GLSL
#version 430
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// quad corner position (-0.5 to 0.5)
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec2 texCoord;
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// entity data from SSBO (16 bytes, matches compute shader layout)
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struct Entity {
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float x;
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float y;
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int packedVel; // vx high 16 bits, vy low 16 bits (fixed-point 8.8), unused in vertex shader
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uint color;
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};
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layout(std430, binding = 0) readonly buffer EntityData {
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Entity entities[];
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};
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// screen size for NDC conversion
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uniform vec2 screenSize;
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uniform float zoom;
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uniform vec2 pan;
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out vec2 fragTexCoord;
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out vec3 fragColor;
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void main() {
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// get entity data from SSBO
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Entity e = entities[gl_InstanceID];
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// apply pan offset and zoom to convert to NDC
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// pan is in screen pixels, zoom scales the view
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float ndcX = ((e.x - pan.x) * zoom / screenSize.x) * 2.0 - 1.0;
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float ndcY = ((e.y - pan.y) * zoom / screenSize.y) * 2.0 - 1.0;
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// quad size in NDC (16 pixels, scaled by zoom)
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float quadSizeNdc = (16.0 * zoom) / screenSize.x;
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// offset by quad corner position
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gl_Position = vec4(ndcX + position.x * quadSizeNdc,
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ndcY + position.y * quadSizeNdc,
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0.0, 1.0);
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// extract RGB from packed color (0xRRGGBB)
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float r = float((e.color >> 16u) & 0xFFu) / 255.0;
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float g = float((e.color >> 8u) & 0xFFu) / 255.0;
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float b = float(e.color & 0xFFu) / 255.0;
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fragColor = vec3(r, g, b);
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fragTexCoord = texCoord;
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}
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