librashader/test/basic.slang

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#version 450
// 450 or 310 es are recommended
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
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float ColorMod;
uint FrameCount;
};
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layout(push_constant) uniform Push {
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float ColorMod2;
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} params;
#pragma name StockShader
#pragma format R8G8B8A8_UNORM
#pragma parameter ColorMod "Color intensity" 1.0 0.1 2.0 0.1
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#pragma parameter ColorMod2 "Color intensity" 1.0 0.1 2.0 0.1
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(binding = 1) uniform sampler2D Source;
void main()
{
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FragColor = texture(Source, vTexCoord) * ColorMod * params.ColorMod2;
}