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gio-patched/gpu/shaders/intersect.vert
T
Elias Naur ac7029fa24 gpu/internal/shaders: generate shader variants
We're about to add Direct3D support, where shaders are written in
HLSL. Rather than write shaders twice (or more), convert them to
a GLSL variant understood by the glslcc cross-compiler and generate
the OpenGL ES 2.0 and HLSL variants. The HLSL is used by a future
change.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 20:34:22 +01:00

23 lines
391 B
GLSL

#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision highp float;
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(binding = 0) uniform Block {
vec2 scale;
vec2 offset;
} uvparams;
layout(location = 0) out vec2 vUV;
void main() {
vec2 p = pos;
p.y = -p.y;
gl_Position = vec4(p, 0, 1);
vUV = uv*uvparams.scale + uvparams.offset;
}