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author | Nao Pross <np@0hm.ch> | 2024-02-12 14:52:43 +0100 |
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committer | Nao Pross <np@0hm.ch> | 2024-02-12 14:52:43 +0100 |
commit | eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch) | |
tree | bc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/backends/vulkan | |
download | fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip |
Move into version control
Diffstat (limited to 'src/imgui/backends/vulkan')
-rwxr-xr-x | src/imgui/backends/vulkan/generate_spv.sh | 6 | ||||
-rw-r--r-- | src/imgui/backends/vulkan/glsl_shader.frag | 14 | ||||
-rw-r--r-- | src/imgui/backends/vulkan/glsl_shader.vert | 25 |
3 files changed, 45 insertions, 0 deletions
diff --git a/src/imgui/backends/vulkan/generate_spv.sh b/src/imgui/backends/vulkan/generate_spv.sh new file mode 100755 index 0000000..948ef77 --- /dev/null +++ b/src/imgui/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/src/imgui/backends/vulkan/glsl_shader.frag b/src/imgui/backends/vulkan/glsl_shader.frag new file mode 100644 index 0000000..ce7e6f7 --- /dev/null +++ b/src/imgui/backends/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/src/imgui/backends/vulkan/glsl_shader.vert b/src/imgui/backends/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/src/imgui/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} |