#version 450 core
+#extension GL_ARB_shader_viewport_layer_array : require
layout(location=0) in vec2 position;
-out vec2 tc0, tc_left0, tc_down0;
-out vec2 tc1, tc_left1, tc_down1;
+out vec3 tc0, tc_left0, tc_down0;
+out vec3 tc1, tc_left1, tc_down1;
out float line_offset;
-uniform sampler2D diffusivity_tex;
+uniform sampler2DArray diffusivity_tex;
void main()
{
// 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;
- const vec2 half_texel = 0.5f / textureSize(diffusivity_tex, 0);
+ const vec2 half_texel = 0.5f / textureSize(diffusivity_tex, 0).xy;
vec2 tc = position;
vec2 tc_left = vec2(tc.x - half_texel.x, tc.y);
vec2 tc_down = vec2(tc.x, tc.y - half_texel.y);
// Adjust for different texel centers.
- tc0 = vec2(tc.x - half_texel.x, tc.y);
- tc_left0 = vec2(tc_left.x - half_texel.x, tc_left.y);
- tc_down0 = vec2(tc_down.x - half_texel.x, tc_down.y);
+ tc0 = vec3(tc.x - half_texel.x, tc.y, gl_InstanceID);
+ tc_left0 = vec3(tc_left.x - half_texel.x, tc_left.y, gl_InstanceID);
+ tc_down0 = vec3(tc_down.x - half_texel.x, tc_down.y, gl_InstanceID);
- tc1 = vec2(tc.x + half_texel.x, tc.y);
- tc_left1 = vec2(tc_left.x + half_texel.x, tc_left.y);
- tc_down1 = vec2(tc_down.x + half_texel.x, tc_down.y);
+ tc1 = vec3(tc.x + half_texel.x, tc.y, gl_InstanceID);
+ tc_left1 = vec3(tc_left.x + half_texel.x, tc_left.y, gl_InstanceID);
+ tc_down1 = vec3(tc_down.x + half_texel.x, tc_down.y, gl_InstanceID);
line_offset = position.y * textureSize(diffusivity_tex, 0).y - 0.5f;
}