// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team // SPDX-License-Identifier: GPL-3.0+ #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