2023-12-22 11:57:49 +00:00
|
|
|
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
|
|
|
|
// SPDX-License-Identifier: LGPL-3.0+
|
2023-07-20 13:23:09 +00:00
|
|
|
|
2023-04-01 05:54:04 +00:00
|
|
|
#ifdef VERTEX_SHADER
|
|
|
|
|
|
|
|
layout(location = 0) in vec2 Position;
|
|
|
|
layout(location = 1) in vec2 UV;
|
|
|
|
layout(location = 2) in vec4 Color;
|
|
|
|
|
|
|
|
uniform mat4 ProjMtx;
|
|
|
|
|
|
|
|
out vec2 Frag_UV;
|
|
|
|
out vec4 Frag_Color;
|
|
|
|
|
|
|
|
void vs_main()
|
|
|
|
{
|
|
|
|
Frag_UV = UV;
|
|
|
|
Frag_Color = Color;
|
|
|
|
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
|
|
|
|
layout(binding = 0) uniform sampler2D Texture;
|
|
|
|
|
|
|
|
in vec2 Frag_UV;
|
|
|
|
in vec4 Frag_Color;
|
|
|
|
|
|
|
|
layout(location = 0) out vec4 Out_Color;
|
|
|
|
|
|
|
|
void ps_main()
|
|
|
|
{
|
|
|
|
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|