//#version 420 // Keep it for editor detection ////////////////////////////////////////////////////////////////////// // Common Interface Definition ////////////////////////////////////////////////////////////////////// #ifdef VERTEX_SHADER out gl_PerVertex { vec4 gl_Position; float gl_PointSize; #if !pGL_ES float gl_ClipDistance[1]; #endif }; #endif #ifdef GEOMETRY_SHADER in gl_PerVertex { vec4 gl_Position; float gl_PointSize; #if !pGL_ES float gl_ClipDistance[1]; #endif } gl_in[]; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; #if !pGL_ES float gl_ClipDistance[1]; #endif }; #endif ////////////////////////////////////////////////////////////////////// // Constant Buffer Definition ////////////////////////////////////////////////////////////////////// // Performance note, some drivers (nouveau) will validate all Constant Buffers // even if only one was updated. #ifdef FRAGMENT_SHADER layout(std140, binding = 6) uniform cb15 { int EMODA; int EMODC; ivec2 pad_cb15; }; #endif #if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER) layout(std140, binding = 1) uniform cb20 { vec2 VertexScale; vec2 VertexOffset; vec2 TextureScale; vec2 TextureOffset; vec2 PointSize; uint MaxDepth; uint pad_cb20; }; #endif #if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER) layout(std140, binding = 2) uniform cb21 { vec3 FogColor; float AREF; vec4 WH; vec2 TA; float MaxDepthPS; float Af; uvec4 MskFix; uvec4 FbMask; vec4 HalfTexel; vec4 MinMax; ivec4 ChannelShuffle; vec2 TC_OffsetHack; vec2 pad_cb21; mat4 DitherMatrix; }; #endif //layout(std140, binding = 22) uniform cb22 //{ // vec4 rt_size; //}; ////////////////////////////////////////////////////////////////////// // Default Sampler ////////////////////////////////////////////////////////////////////// #ifdef FRAGMENT_SHADER layout(binding = 0) uniform sampler2D TextureSampler; #endif