/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2023 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #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