mirror of https://github.com/PCSX2/pcsx2.git
43 lines
791 B
GLSL
43 lines
791 B
GLSL
// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec2 Position;
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layout(location = 1) in vec2 UV;
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layout(location = 2) in vec4 Color;
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layout(push_constant) uniform PushConstants
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{
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vec2 uScale;
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vec2 uTranslate;
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};
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layout(location = 0) out vec2 Frag_UV;
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layout(location = 1) out vec4 Frag_Color;
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void vs_main()
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{
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Frag_UV = UV;
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Frag_Color = Color;
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gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(binding = 0) uniform sampler2D Texture;
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layout(location = 0) in vec2 Frag_UV;
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layout(location = 1) in vec4 Frag_Color;
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layout(location = 0) out vec4 Out_Color;
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void ps_main()
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{
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Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
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}
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#endif
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