Piping just the vertex glyph representation first to test the stencil buffer

This commit is contained in:
2020-02-22 00:07:58 -08:00
parent bb8144bb01
commit b3e092e25a
70 changed files with 906 additions and 369 deletions

View File

@@ -61,10 +61,10 @@ void main() {
//p.w = 125;
}
//write_buffer.buf[0] = write_buffer.buf[0];
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
// write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
}

View File

@@ -2,20 +2,11 @@
// SIMPLE TEXTURE : FRAGMENT SHADER
// These come in from the previous shader (vertex)
layout(location = 0) in vec2 texture_position;
layout(location = 0) in vec4 out_color;
// This goes out to the bound image in window_size_dependent setup
layout(location = 0) out vec4 f_color;
// This is bound by the descriptor set
// Currently handled by the individual buffer and are 1:1
layout(set = 0, binding = 0) uniform sampler2D tex;
void main() {
ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
f_color = texture(tex, texture_position);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
}
f_color = out_color;
}

View File

@@ -5,20 +5,14 @@
// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
layout(location = 3) in vec2 screen_position;
layout(location = 4) in vec2 atlas_position;
layout(location = 5) in vec2 atlas_size;
layout(location = 6) in float scale;
// These are made up in the shader themselves
layout(location = 0) out vec2 tex_coords;
layout(location = 0) out vec4 out_color;
void main() {
out_color = color;
gl_Position = vec4(v_position, 1.0);
tex_coords = ti_position;
}