#version 450
// Per-instance quad vertex shader, ported from `vs_instanced` in
// `sugarloaf/src/renderer/renderer.metal`. One `QuadInstance` per
// instance, vertex_id picks the corner. 4 vertices per instance,
// drawn as `TRIANGLE_STRIP`.
//
// Per-instance vertex layout matches `QuadInstance` in
// `sugarloaf/src/renderer/batch.rs` (96 bytes):
// loc 0 R32G32B32_SFLOAT pos[3] (offset 0)
// loc 1 R32G32B32A32_SFLOAT color[4] (offset 12)
// loc 2 R32G32B32A32_SFLOAT uv_rect[4] (offset 28)
// loc 3 R32G32_SINT layers[2] (offset 44)
// loc 4 R32G32_SFLOAT size[2] (offset 52)
// loc 5 R32G32B32A32_SFLOAT corner_radii[4] (offset 60)
// loc 6 R32_SINT underline_style (offset 76)
// loc 7 R32G32B32A32_SFLOAT clip_rect[4] (offset 80)
//
// This Vulkan port renders only the SDF rounded-rect fill path; the
// glyph atlas sampling and underline pattern paths from
// renderer.metal are not yet ported (grid text + UI text overlay
// have their own pipelines for those).
layout(set = 0, binding = 0, std140) uniform Globals {
mat4 transform;
uint input_colorspace;
uint _pad0;
uint _pad1;
uint _pad2;
} globals;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec4 in_color;
layout(location = 2) in vec4 in_uv_rect;
layout(location = 3) in ivec2 in_layers;
layout(location = 4) in vec2 in_size;
layout(location = 5) in vec4 in_corner_radii;
layout(location = 6) in int in_underline_style;
layout(location = 7) in vec4 in_clip_rect;
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec2 out_uv;
layout(location = 2) flat out ivec2 out_layers;
layout(location = 3) out vec4 out_corner_radii;
layout(location = 4) out vec2 out_rect_size;
layout(location = 5) flat out int out_underline_style;
layout(location = 6) flat out vec4 out_clip_rect;
// Unit quad corners for triangle strip: TL, BL, TR, BR.
const vec2 UNIT_QUAD[4] = vec2[](
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0)
);
void main() {
vec2 unit = UNIT_QUAD[gl_VertexIndex];
vec2 pos = in_pos.xy + unit * in_size;
vec2 uv = mix(in_uv_rect.xy, in_uv_rect.zw, unit);
gl_Position = globals.transform * vec4(pos, in_pos.z, 1.0);
out_color = in_color;
out_uv = uv;
out_layers = in_layers;
out_corner_radii = in_corner_radii;
out_rect_size = in_size;
out_underline_style = in_underline_style;
out_clip_rect = in_clip_rect;
}