Crafter.Graphics/shaders/ui-images.comp.glsl

43 lines
1.2 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#include "ui-shared.glsl"
layout(push_constant) uniform PC {
UIDispatchHeader hdr;
} pc;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
ivec2 screenPx;
if (!uiResolveScreenPixel(pc.hdr, screenPx)) return;
vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx);
vec2 sp = vec2(screenPx) + 0.5;
for (uint i = 0u; i < pc.hdr.itemCount; ++i) {
ImageItem it = LoadImageItem(pc.hdr.itemBuffer, i);
vec2 lo = it.rect.xy;
vec2 hi = it.rect.xy + it.rect.zw;
if (sp.x < lo.x || sp.y < lo.y) continue;
if (sp.x >= hi.x || sp.y >= hi.y) continue;
vec2 t = (sp - it.rect.xy) / it.rect.zw;
vec2 uv = mix(it.uv.xy, it.uv.zw, t);
uint texSlot = it.slots.x;
uint sampSlot = it.slots.y;
vec4 sampled = texture(
sampler2D(uiTextures[nonuniformEXT(texSlot)],
uiSamplers[nonuniformEXT(sampSlot)]),
uv
);
vec4 src = sampled * it.tint;
if (src.a <= 0.0) continue;
dst = uiBlendOver(dst, src);
}
imageStore(uiImages[pc.hdr.outImage], screenPx, dst);
}