slang-shaders/test/decode-format.slang

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2016-03-27 09:49:20 +11:00
#version 450
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 vec4 FragColor;
layout(set = 0, binding = 1) uniform usampler2D Source;
void main()
{
vec4 current = unpackUnorm4x8(texture(Source, vTexCoord).r);
FragColor = current;
}