#version 420 core layout(push_constant) uniform Params { // Size of the source image. uint source_size_xy; // Offset to place the image at in the target texture. // // Origin is the top-left. uint target_offset_xy; // Size of the target texture. uint target_size_xy; }; layout(location = 0) out vec2 source_coords; uvec2 unpack(uint xy) { return uvec2( bitfieldExtract(xy, 0, 16), bitfieldExtract(xy, 16, 16) ); } void main() { vec2 source_size = vec2(unpack(source_size_xy)); vec2 target_offset = vec2(unpack(target_offset_xy)); vec2 target_size = vec2(unpack(target_size_xy)); // Generate rectangle (counter clockwise triangles) // // 0 0 1 1 1 0 float x_select = float(((uint(gl_VertexIndex) + 1u) / 3u) % 2u); // 1 0 0 0 1 1 float y_select = float(((uint(gl_VertexIndex) + 5u) / 3u) % 2u); source_coords = vec2( // left -> right (on screen) mix(0.0, 1.0, x_select), // bottom -> top (on screen) mix(1.0, 0.0, y_select) ) * source_size; vec2 target_coords_normalized = (target_offset + source_coords) / target_size; // Flip y and transform [0.0, 1.0] -> [-1.0, 1.0] to get NDC coordinates. vec2 v_pos = ((target_coords_normalized * 2.0) - vec2(1.0)) * vec2(1.0, -1.0); gl_Position = vec4(v_pos, 0.0, 1.0); }