47 lines
982 B
GLSL
47 lines
982 B
GLSL
#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_nonuniform_qualifier : require
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#include "global.glsl"
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#if VERTEX_SHADER
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// QUAD
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vec2 positions[6] = vec2[](
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vec2(-1, -1),
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vec2(-1, 1),
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vec2(1, 1),
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vec2(1, 1),
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vec2(1, -1),
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vec2(-1, -1)
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);
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layout(location = 0) out vec2 OutUV;
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void main() {
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OutUV = positions[gl_VertexIndex] * 0.5 + 0.5;
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OutUV.y = 1 - OutUV.y;
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gl_Position = vec4(positions[gl_VertexIndex] + vec2(gl_InstanceIndex, 0), gl_InstanceIndex, 1.0) * Global.view.world_to_clip;
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}
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#endif
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#if FRAGMENT_SHADER
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layout(location = 0) in vec2 InUV;
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layout(location = 0) out vec4 FragColor;
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layout(push_constant, std430) uniform constants {
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uint color_texture;
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uint color_sampler;
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} PushConstants;
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void main() {
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FragColor = vec4(texture(sampler2D(global_textures2d[PushConstants.color_texture], global_samplers[PushConstants.color_sampler]), InUV).rgb, 1.0);
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}
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#endif
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