slang-shaders/test/format.slang

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2016-03-27 09:49:20 +11:00
#version 450
#pragma format R32_UINT
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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 = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out uint FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
void main()
{
vec3 current = texture(Source, vTexCoord).rgb;
FragColor = packUnorm4x8(0.3 * vec4(current, 1.0));
}