添加批量drawcall

This commit is contained in:
2025-05-19 16:22:34 +08:00
parent f6ccb823c7
commit e67a193c77
58 changed files with 1358 additions and 162 deletions

View File

@ -0,0 +1,26 @@
// Flat Color Shader
#type vertex
#version 460 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
void main() {
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
}
#type fragment
#version 460 core
layout(location = 0) out vec4 color;
uniform vec4 u_Color;
void main() {
color = u_Color;
}

View File

@ -2,16 +2,23 @@
#version 460 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec2 a_TexCoord;
layout(location = 3) in float a_TexIndex;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
//uniform mat4 u_Transform;
out vec2 v_TexCoord;
out vec4 v_Color;
out float v_TexIndex;
void main() {
v_TexCoord = a_TexCoord;
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
v_Color = a_Color;
v_TexIndex = a_TexIndex;
gl_Position = u_ViewProjection * vec4(a_Position, 1.0f);
}
#type fragment
@ -20,19 +27,15 @@ void main() {
layout(location = 0) out vec4 color;
in vec2 v_TexCoord;
in vec4 v_Color;
in float v_TexIndex;
uniform sampler2D u_Texture;
uniform float u_TilingFactor;
uniform vec4 u_Color;
uniform sampler2D u_Textures[32];
void main() {
vec4 tmpColor = texture(u_Texture, v_TexCoord);
if(gl_FragCoord.x < 635){
color = tmpColor;
}
else{
if(tmpColor.a < 0.1){
discard;
}else{
color = vec4(v_TexCoord, 0.0f, 1.0f);
}
}
color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * u_TilingFactor) * v_Color;
// color = v_Color;
}