// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team // SPDX-License-Identifier: LGPL-3.0+ #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