mirror of https://github.com/PCSX2/pcsx2.git
40 lines
701 B
Plaintext
40 lines
701 B
Plaintext
|
#ifdef VERTEX_SHADER
|
||
|
|
||
|
layout(location = 0) in vec2 Position;
|
||
|
layout(location = 1) in vec2 UV;
|
||
|
layout(location = 2) in vec4 Color;
|
||
|
|
||
|
layout(push_constant) uniform PushConstants
|
||
|
{
|
||
|
vec2 uScale;
|
||
|
vec2 uTranslate;
|
||
|
};
|
||
|
|
||
|
layout(location = 0) out vec2 Frag_UV;
|
||
|
layout(location = 1) out vec4 Frag_Color;
|
||
|
|
||
|
void vs_main()
|
||
|
{
|
||
|
Frag_UV = UV;
|
||
|
Frag_Color = Color;
|
||
|
gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#ifdef FRAGMENT_SHADER
|
||
|
|
||
|
layout(binding = 0) uniform sampler2D Texture;
|
||
|
|
||
|
layout(location = 0) in vec2 Frag_UV;
|
||
|
layout(location = 1) in vec4 Frag_Color;
|
||
|
|
||
|
layout(location = 0) out vec4 Out_Color;
|
||
|
|
||
|
void ps_main()
|
||
|
{
|
||
|
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
||
|
}
|
||
|
|
||
|
#endif
|