vertex_fragment_expected_full.glsl 733 B

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  1. /* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
  2. #ifndef VERTEX_FRAGMENT_GLSL_GEN_H_RD
  3. #define VERTEX_FRAGMENT_GLSL_GEN_H_RD
  4. #include "servers/rendering/renderer_rd/shader_rd.h"
  5. class VertexFragmentShaderRD : public ShaderRD {
  6. public:
  7. VertexFragmentShaderRD() {
  8. static const char _vertex_code[] = {
  9. R"<!>(
  10. #version 450
  11. #VERSION_DEFINES
  12. #define M_PI 3.14159265359
  13. layout(location = 0) out vec2 uv_interp;
  14. void main() {
  15. uv_interp = vec2(0, 1);
  16. }
  17. )<!>"
  18. };
  19. static const char _fragment_code[] = {
  20. R"<!>(
  21. #version 450
  22. #VERSION_DEFINES
  23. layout(location = 0) in vec2 uv_interp;
  24. void main() {
  25. uv_interp = vec2(1, 0);
  26. }
  27. )<!>"
  28. };
  29. setup(_vertex_code, _fragment_code, nullptr, "VertexFragmentShaderRD");
  30. }
  31. };
  32. #endif