librashader/test/basic.slang
2022-10-27 02:22:44 -04:00

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#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];
}