pcsx2/bin/resources/shaders/opengl/common_header.glsl

104 lines
1.9 KiB
GLSL

//#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
//////////////////////////////////////////////////////////////////////
// Performance note, some drivers (nouveau) will validate all Constant Buffers
// even if only one was updated.
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
layout(std140, binding = 1) uniform cb20
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
uint pad_cb20;
};
#endif
#if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER)
layout(std140, binding = 0) uniform cb21
{
vec3 FogColor;
float AREF;
vec4 WH;
vec2 TA;
float MaxDepthPS;
float Af;
uvec4 MskFix;
uvec4 FbMask;
vec4 HalfTexel;
vec4 MinMax;
ivec4 ChannelShuffle;
vec2 TC_OffsetHack;
vec2 pad_cb21;
mat4 DitherMatrix;
};
#endif
//layout(std140, binding = 22) uniform cb22
//{
// vec4 rt_size;
//};
//////////////////////////////////////////////////////////////////////
// Default Sampler
//////////////////////////////////////////////////////////////////////
#ifdef FRAGMENT_SHADER
layout(binding = 0) uniform sampler2D TextureSampler;
#endif