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