#[vertex] #version 450 #VERSION_DEFINES layout(location = 0) in highp vec3 vertex; layout(push_constant, binding = 0, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; float z_far; float pad; } constants; #ifdef MODE_SHADOW layout(location = 0) out highp float depth; #endif void main() { highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); #ifdef MODE_SHADOW depth = dot(constants.direction, vtx.xy); #endif gl_Position = constants.projection * vtx; } #[fragment] #version 450 #VERSION_DEFINES layout(push_constant, binding = 0, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; float z_far; float pad; } constants; #ifdef MODE_SHADOW layout(location = 0) in highp float depth; layout(location = 0) out highp float distance_buf; #else layout(location = 0) out highp float sdf_buf; #endif void main() { #ifdef MODE_SHADOW distance_buf = depth / constants.z_far; #else sdf_buf = 1.0; #endif }