diff options
| author | Connor Thomson <blumatrikz@gmail.com> | 2026-09-08 18:27:39 -0700 |
|---|---|---|
| committer | Connor Thomson <blumatrikz@gmail.com> | 2026-09-08 18:27:39 -0700 |
| commit | f1ddc12b68b4e4c8087962de25260470e6df2bea (patch) | |
| tree | 7d0440a6402a9b0ef75ded23fa64b68534255bba /shaders/text.vert.slang | |
| parent | 6025860a61386bf767b29c3ec5fd0d31285f1056 (diff) | |
Add tuxanci2 files
Diffstat (limited to 'shaders/text.vert.slang')
| -rw-r--r-- | shaders/text.vert.slang | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/shaders/text.vert.slang b/shaders/text.vert.slang new file mode 100644 index 0000000..867cb67 --- /dev/null +++ b/shaders/text.vert.slang @@ -0,0 +1,49 @@ +/* + * Tuxánci 2 - A first person shooter + * Copyright (C) 2007-2011 Tuxánci Development Team + * Copyright (C) 2025-2026 Connor Thomson + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <https://www.gnu.org/licenses/>. + */ + +struct TextUniforms { + float4 clip_rect; +}; + +[[vk::binding(0, 1)]] +ConstantBuffer<TextUniforms> uniforms : register(b0, space1); + +struct VSOutput { + float4 position : SV_Position; + float2 uv : TEXCOORD0; +}; + +VSOutput main(uint vertexID : SV_VertexID) { + static const float2 positions[6] = { + float2(0.0, 0.0), + float2(1.0, 0.0), + float2(0.0, 1.0), + float2(0.0, 1.0), + float2(1.0, 0.0), + float2(1.0, 1.0) + }; + + float2 position = positions[vertexID]; + float2 clip = lerp(uniforms.clip_rect.xy, uniforms.clip_rect.zw, position); + + VSOutput output; + output.position = float4(clip, 0.0, 1.0); + output.uv = position; + return output; +}
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