ScreenLockDetector/shaders/text.vert

37 lines
1.2 KiB
GLSL

#version 450
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragTexCoord;
// Use std140 layout and separate floats instead of vec2 to avoid alignment issues
layout(binding = 0, std140) uniform UniformBufferObject {
float time; // offset 0
float resX; // offset 4
float resY; // offset 8
float rotation; // offset 12
float wavePhase; // offset 16
float padding1; // offset 20
float padding2; // offset 24
} ubo;
void main() {
// Input position is in pixel coordinates (0,0 = top-left)
vec2 pos = inPosition;
// Convert to NDC: (0, 0) to (width, height) -> (-1, -1) to (1, 1)
// Note: Vulkan NDC has Y pointing down, but we want traditional Y-up
float ndcX = (pos.x / ubo.resX) * 2.0 - 1.0;
float ndcY = (pos.y / ubo.resY) * 2.0 - 1.0;
// NO Y-flip needed here - text coordinates are already in screen space
// where (0,0) is top-left, which matches Vulkan's framebuffer coordinates
gl_Position = vec4(ndcX, ndcY, 0.0, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}