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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>
29 lines
592 B
GLSL
29 lines
592 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(binding = 0) uniform Block {
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float z;
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vec2 scale;
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vec2 offset;
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vec2 uvScale;
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vec2 uvOffset;
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vec2 uvCoverScale;
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vec2 uvCoverOffset;
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} uniforms;
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layout(location = 0) in vec2 pos;
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layout(location = 0) out vec2 vCoverUV;
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layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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gl_Position = vec4(pos*uniforms.scale + uniforms.offset, uniforms.z, 1);
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vUV = uv*uniforms.uvScale + uniforms.uvOffset;
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vCoverUV = uv*uniforms.uvCoverScale+uniforms.uvCoverOffset;
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}
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