Spracherkennung für: .glsl vermutete Sprache: Unknown {[0] [0] [0]} [Methode: Schwerpunktbildung, einfache Gewichte, sechs Dimensionen]
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v.
2.
0. If a copy of the MPL was not distributed with this
* file, You can obtain one at
http://mozilla.org/MPL/2.
0/. */
#include gpu_buffer
#define VECS_PER_IMAGE_RESOURCE
2
#ifdef WR_VERTEX_SHADER
#include rect
struct ImageSource {
RectWithEndpoint uv_rect;
vec4 user_data;
};
ImageSource fetch_image_source(int address) {
//Note: number of blocks has to match `renderer::BLOCKS_PER_UV_RECT`
vec4 data[
2] = fetch_from_gpu_buffer_2f(address);
RectWithEndpoint uv_rect = RectWithEndpoint(data[
0].xy, data[
0].zw);
return ImageSource(uv_rect, data[
1]);
}
ImageSource fetch_image_source_direct(ivec2 address) {
vec4 data[
2] = fetch_from_gpu_buffer_2f_direct(address);
RectWithEndpoint uv_rect = RectWithEndpoint(data[
0].xy, data[
0].zw);
return ImageSource(uv_rect, data[
1]);
}
// Fetch optional extra data for a texture cache resource. This can contain
// a polygon defining a UV rect within the texture cache resource.
// Note: the polygon coordinates are in homogeneous space.
struct ImageSourceExtra {
vec4 st_tl;
vec4 st_tr;
vec4 st_bl;
vec4 st_br;
};
ImageSourceExtra fetch_image_source_extra(int address) {
vec4 data[
4] = fetch_from_gpu_buffer_4f(address + VECS_PER_IMAGE_RESOURCE);
return ImageSourceExtra(
data[
0],
data[
1],
data[
2],
data[
3]
);
}
#endif // WR_VERTEX_SHADER