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29 lines
615 B
GLSL
29 lines
615 B
GLSL
#version 450
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// vertex
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const float c_scale = 1.2;
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layout(location = 0) in vec2 a_pos;
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layout(location = 1) in vec2 a_uv;
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layout(location = 0) out vec2 v_uv;
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void vert_main() {
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v_uv = a_uv;
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gl_Position = vec4(c_scale * a_pos, 0.0, 1.0);
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}
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// fragment
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layout(location = 0) in vec2 v_uv;
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#ifdef TEXTURE
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layout(set = 0, binding = 0) uniform texture2D u_texture;
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layout(set = 0, binding = 1) uniform sampler u_sampler;
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#endif
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layout(location = 0) out vec4 o_color;
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void frag_main() {
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#ifdef TEXTURE
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o_color = texture(sampler2D(u_texture, u_sampler), v_uv);
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#else
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o_color = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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}
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