// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team // SPDX-License-Identifier: GPL-3.0+ #ifdef VERTEX_SHADER layout(location = 0) in vec4 a_pos; layout(location = 1) in vec2 a_tex; layout(location = 0) out vec2 v_tex; void main() { gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w); v_tex = a_tex; } #endif #ifdef FRAGMENT_SHADER layout(location = 0) in vec2 v_tex; layout(location = 0) out vec4 o_col0; layout(push_constant) uniform cb10 { vec4 BGColor; }; layout(set = 0, binding = 0) uniform sampler2D samp0; void ps_main0() { vec4 c = texture(samp0, v_tex); // Note: clamping will be done by fixed unit c.a *= 2.0f; o_col0 = c; } void ps_main1() { vec4 c = texture(samp0, v_tex); c.a = BGColor.a; o_col0 = c; } #endif