gskvulkanrenderpass.c \
gskvulkanshader.c
gsk_private_vulkan_include_shaders = \
+ resources/vulkan/constants.glsl \
resources/vulkan/rounded-rect.glsl
gsk_private_vulkan_shaders = \
resources/vulkan/blend-clip.frag.glsl \
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out vec2 outTexCoord;
layout(location = 2) out flat vec4 outClipBounds;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outTexCoord;
out gl_PerVertex {
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outTexCoord;
out gl_PerVertex {
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inCornerWidths;
layout(location = 2) in vec4 inCornerHeights;
layout(location = 3) in vec4 inBorderWidths;
layout(location = 4) in mat4 inBorderColors;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out flat vec4 outColor;
layout(location = 2) out flat vec4 outRect;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inCornerWidths;
layout(location = 2) in vec4 inCornerHeights;
layout(location = 3) in vec4 inBorderWidths;
layout(location = 4) in mat4 inBorderColors;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out flat vec4 outColor;
layout(location = 2) out flat vec4 outRect;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inCornerWidths;
layout(location = 2) in vec4 inCornerHeights;
layout(location = 3) in vec4 inBorderWidths;
layout(location = 4) in mat4 inBorderColors;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out flat vec4 outColor;
layout(location = 2) out flat vec4 outRect;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inColor;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out flat vec4 outColor;
layout(location = 2) out flat vec4 outClipBounds;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inColor;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
out gl_PerVertex {
vec4 gl_Position;
};
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(location = 2) in mat4 inColorMatrix;
layout(location = 6) in vec4 inColorOffset;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out vec2 outTexCoord;
layout(location = 2) out flat vec4 outClipBounds;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(location = 2) in mat4 inColorMatrix;
layout(location = 6) in vec4 inColorOffset;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out flat mat4 outColorMatrix;
layout(location = 5) out flat vec4 outColorOffset;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(location = 2) in mat4 inColorMatrix;
layout(location = 6) in vec4 inColorOffset;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out flat mat4 outColorMatrix;
layout(location = 5) out flat vec4 outColorOffset;
#version 420 core
+#include "constants.glsl"
+
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inColor;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec4 outColor;
out gl_PerVertex {
--- /dev/null
+#ifndef _CONSTANTS_
+#define _CONSTANTS_
+
+layout(push_constant) uniform PushConstants {
+ mat4 mvp;
+ vec4 clip_bounds;
+ vec4 clip_widths;
+ vec4 clip_heights;
+} push;
+
+#endif
#version 420 core
+#include "constants.glsl"
+
struct ColorStop {
float offset;
vec4 color;
layout(location = 13) in vec4 inColors6;
layout(location = 14) in vec4 inColors7;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out vec2 outPos;
layout(location = 1) out float outGradientPos;
layout(location = 2) out flat int outRepeating;
#version 420 core
+#include "constants.glsl"
+
struct ColorStop {
float offset;
vec4 color;
layout(location = 13) in vec4 inColors6;
layout(location = 14) in vec4 inColors7;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out float outGradientPos;
layout(location = 1) out flat int outRepeating;
layout(location = 2) out flat int outStopCount;
#version 420 core
+#include "constants.glsl"
+
struct ColorStop {
float offset;
vec4 color;
layout(location = 13) in vec4 inColors6;
layout(location = 14) in vec4 inColors7;
-layout(push_constant) uniform PushConstants {
- mat4 mvp;
- vec4 clip_bounds;
- vec4 clip_widths;
- vec4 clip_heights;
-} push;
-
layout(location = 0) out float outGradientPos;
layout(location = 1) out flat int outRepeating;
layout(location = 2) out flat int outStopCount;