engine/assets/shaders/unlit.glsl

47 lines
982 B
GLSL

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