mirror of https://github.com/PCSX2/pcsx2.git
59 lines
1.4 KiB
GLSL
59 lines
1.4 KiB
GLSL
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2023 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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layout(push_constant) uniform cb10
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{
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vec4 BGColor;
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};
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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void ps_main0()
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{
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vec4 c = texture(samp0, v_tex);
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// Note: clamping will be done by fixed unit
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c.a *= 2.0f;
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o_col0 = c;
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}
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void ps_main1()
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{
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vec4 c = texture(samp0, v_tex);
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c.a = BGColor.a;
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o_col0 = c;
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}
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#endif
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