//#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 ////////////////////////////////////////////////////////////////////// layout(std140, binding = 10) uniform cb10 { vec4 BGColor; }; layout(std140, binding = 11) uniform cb11 { vec2 ZrH; float hH; }; layout(std140, binding = 14) uniform cb14 { vec2 _xyFrame; vec4 _rcpFrame; }; layout(std140, binding = 15) uniform cb15 { ivec4 ScalingFactor; }; layout(std140, binding = 20) uniform cb20 { vec2 VertexScale; vec2 VertexOffset; vec2 _removed_TextureScale; vec2 PointSize; }; layout(std140, binding = 21) uniform cb21 { vec3 FogColor; float AREF; vec4 WH; vec2 TA; float _pad0; float Af; uvec4 MskFix; uvec4 FbMask; vec4 HalfTexel; vec4 MinMax; vec2 TextureScale; vec2 TC_OffsetHack; }; layout(std140, binding = 22) uniform cb22 { vec4 rt_size; }; ////////////////////////////////////////////////////////////////////// // Default Sampler ////////////////////////////////////////////////////////////////////// #ifdef FRAGMENT_SHADER layout(binding = 0) uniform sampler2D TextureSampler; #endif