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-rw-r--r--shaders/shape.frag.slang65
-rw-r--r--shaders/shape.vert.slang94
2 files changed, 159 insertions, 0 deletions
diff --git a/shaders/shape.frag.slang b/shaders/shape.frag.slang
new file mode 100644
index 0000000..b75625b
--- /dev/null
+++ b/shaders/shape.frag.slang
@@ -0,0 +1,65 @@
+/*
+ * Tuxánci 2 - A first person shooter
+ * 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 ShapeFragmentUniforms {
+ float4 bounds;
+ float4 points[3];
+ float4 viewport;
+ float4 color;
+ float4 params;
+};
+
+[[vk::binding(0, 3)]]
+ConstantBuffer<ShapeFragmentUniforms> uniforms : register(b0, space3);
+
+struct FSOutput {
+ float4 color : SV_Target0;
+};
+
+FSOutput main(float2 uv : TEXCOORD0) {
+ uint shape_type = (uint)uniforms.params.x;
+ float distance_from_edge = 0.0;
+ float coverage = 1.0;
+
+ if (shape_type == 1) {
+ distance_from_edge = min(
+ min(uv.x * uniforms.bounds.z, (1.0 - uv.x) * uniforms.bounds.z),
+ min(uv.y * uniforms.bounds.w, (1.0 - uv.y) * uniforms.bounds.w)
+ );
+ float edge_width = max(fwidth(distance_from_edge), 0.5);
+ coverage = 1.0 - smoothstep(uniforms.params.y - edge_width, uniforms.params.y + edge_width, distance_from_edge);
+ } else if (shape_type >= 3 && shape_type <= 4) {
+ float2 center_offset = (uv - 0.5) * uniforms.bounds.zw;
+ float radius = min(uniforms.bounds.z, uniforms.bounds.w) * 0.5;
+ float distance_from_center = length(center_offset);
+ float edge_width = max(fwidth(distance_from_center), 0.5);
+ if (shape_type == 3 && distance_from_center > radius) {
+ coverage = 1.0 - smoothstep(radius - edge_width, radius + edge_width, distance_from_center);
+ }
+ if (shape_type == 4) {
+ float outer_coverage = 1.0 - smoothstep(radius - edge_width, radius + edge_width, distance_from_center);
+ float inner_coverage = smoothstep(radius - uniforms.params.y - edge_width, radius - uniforms.params.y + edge_width, distance_from_center);
+ coverage = outer_coverage * inner_coverage;
+ }
+ }
+
+ FSOutput output;
+ output.color = uniforms.color;
+ output.color.a *= coverage;
+ return output;
+}
diff --git a/shaders/shape.vert.slang b/shaders/shape.vert.slang
new file mode 100644
index 0000000..34834a4
--- /dev/null
+++ b/shaders/shape.vert.slang
@@ -0,0 +1,94 @@
+/*
+ * Tuxánci 2 - A first person shooter
+ * 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 ShapeVertexUniforms {
+ float4 bounds;
+ float4 points[3];
+ float4 viewport;
+ float4 color;
+ float4 params;
+};
+
+[[vk::binding(0, 1)]]
+ConstantBuffer<ShapeVertexUniforms> uniforms : register(b0, space1);
+
+struct VSOutput {
+ float4 position : SV_Position;
+ float2 uv : TEXCOORD0;
+};
+
+float2 to_clip(float2 point) {
+ return float2(
+ 2.0 * point.x / uniforms.viewport.x - 1.0,
+ 1.0 - 2.0 * point.y / uniforms.viewport.y
+ );
+}
+
+float2 line_vertex(float2 first, float2 second, uint vertexID) {
+ float2 direction = normalize(second - first);
+ float2 normal = float2(-direction.y, direction.x) * uniforms.params.y * 0.5;
+ static const float2 corners[6] = {
+ float2( 1.0, 1.0),
+ float2( 1.0, -1.0),
+ float2(-1.0, 1.0),
+ float2(-1.0, 1.0),
+ float2( 1.0, -1.0),
+ float2(-1.0, -1.0)
+ };
+ float2 corner = corners[vertexID];
+ return lerp(first, second, corner.x * 0.5 + 0.5) + normal * corner.y;
+}
+
+VSOutput main(uint vertexID : SV_VertexID) {
+ static const float2 quad_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)
+ };
+
+ uint shape_type = (uint)uniforms.params.x;
+ float2 position;
+ float2 uv = float2(0.0, 0.0);
+
+ if (shape_type <= 1 || shape_type >= 3 && shape_type <= 4) {
+ uv = quad_positions[vertexID];
+ position = uniforms.bounds.xy + uv * uniforms.bounds.zw;
+ } else if (shape_type == 2) {
+ position = line_vertex(uniforms.points[0].xy, uniforms.points[1].xy, vertexID);
+ } else if (shape_type == 5) {
+ position = uniforms.points[vertexID].xy;
+ } else {
+ uint edge = vertexID / 6;
+ uint edge_vertex = vertexID % 6;
+ uint first_index = edge;
+ uint second_index = (edge + 1) % 3;
+ position = line_vertex(
+ uniforms.points[first_index].xy,
+ uniforms.points[second_index].xy,
+ edge_vertex
+ );
+ }
+
+ VSOutput output;
+ output.position = float4(to_clip(position), 0.0, 1.0);
+ output.uv = uv;
+ return output;
+}