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gpu: pack 2D transforms in vec4 values
Instead of separate 2d scale and transform, pack them into a single 4d value. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -5,11 +5,9 @@
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precision highp float;
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layout(binding = 0) uniform Block {
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vec4 transform;
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vec4 uvTransform;
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float z;
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vec2 scale;
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vec2 offset;
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vec2 uvScale;
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vec2 uvOffset;
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};
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layout(location = 0) in vec2 pos;
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@@ -19,9 +17,7 @@ layout(location = 1) in vec2 uv;
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layout(location = 0) out vec2 vUV;
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void main() {
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vec2 p = pos;
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p *= scale;
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p += offset;
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vec2 p = pos*transform.xy + transform.zw;
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gl_Position = vec4(p, z, 1);
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vUV = uv*uvScale + uvOffset;
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vUV = uv*uvTransform.xy + uvTransform.zw;
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}
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