#version 450 core #extension GL_ARB_shader_viewport_layer_array : require layout(location=0) in vec2 position; out vec3 tc, tc_left, tc_down; out vec3 equation_tc_assuming_left, equation_tc_assuming_right; out float element_x_idx; out float element_sum_idx; uniform sampler2DArray diff_flow_tex, diffusivity_tex; uniform usampler2DArray equation_red_tex; void main() { // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: // // 2.000 0.000 0.000 -1.000 // 0.000 2.000 0.000 -1.000 // 0.000 0.000 -2.000 -1.000 // 0.000 0.000 0.000 1.000 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); gl_Layer = gl_InstanceID; tc = vec3(position, gl_InstanceID); tc_left = vec3(tc.x - 0.5f / textureSize(diffusivity_tex, 0).x, tc.y, gl_InstanceID); tc_down = vec3(tc.x, tc.y - 0.5f / textureSize(diffusivity_tex, 0).y, gl_InstanceID); // The equation textures have half the horizontal width, so we need to adjust the texel centers. // It becomes extra tricky since the SOR texture might be of odd size, and then // the equation texture is not exactly half the size. vec2 element_idx = position * textureSize(diff_flow_tex, 0).xy - 0.5f; float equation_texel_number_assuming_left = element_idx.x / 2.0f; float equation_texel_number_assuming_right = (element_idx.x - 1.0f) / 2.0f; equation_tc_assuming_left.x = (equation_texel_number_assuming_left + 0.5f) / textureSize(equation_red_tex, 0).x; equation_tc_assuming_right.x = (equation_texel_number_assuming_right + 0.5f) / textureSize(equation_red_tex, 0).x; equation_tc_assuming_left.y = tc.y; equation_tc_assuming_right.y = tc.y; equation_tc_assuming_left.z = gl_InstanceID; equation_tc_assuming_right.z = gl_InstanceID; element_x_idx = element_idx.x; element_sum_idx = element_idx.x + element_idx.y; }