slang-shaders/bezel/koko-aio/shaders/isrotated.slang

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2022-12-06 11:48:10 +11:00
#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float mark_color_rotated;
#include "includes/functions.include.slang"
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
if (is_rotated())
mark_color_rotated = 1.0;
else
mark_color_rotated = 0.0;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float mark_color_rotated;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main() {
FragColor.r = mark_color_rotated;
}