35 lines
935 B
Plaintext
35 lines
935 B
Plaintext
#version 450
|
|
// 450 or 310 es are recommended
|
|
|
|
layout(set = 0, binding = 0, std140) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 SourceSize; // Not used here, but doesn't hurt
|
|
float ColorMod;
|
|
};
|
|
|
|
#pragma name StockShader
|
|
#pragma format R8G8B8A8_UNORM
|
|
#pragma parameter ColorMod "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;
|
|
// layout(binding = 1) uniform texture2D Source;
|
|
// layout(binding = 2) uniform sampler _Source_sampler;
|
|
void main()
|
|
{
|
|
// FragColor = texture(sampler2D(Source, _Source_sampler), vTexCoord) * ColorMod;
|
|
FragColor = texture(Source, vTexCoord) * SourceSize[0];
|
|
} |