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@@ -76,6 +76,23 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
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// glsl_shader.vert, compiled with:
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// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
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+/*
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+#version 450 core
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+layout(location = 0) in vec2 aPos;
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+layout(location = 1) in vec2 aUV;
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+layout(location = 2) in vec4 aColor;
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+layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
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+
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+out gl_PerVertex { vec4 gl_Position; };
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+layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
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+
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+void main()
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+{
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+ Out.Color = aColor;
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+ Out.UV = aUV;
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+ gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
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+}
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+*/
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static uint32_t __glsl_shader_vert_spv[] =
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{
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0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
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@@ -123,6 +140,16 @@ static uint32_t __glsl_shader_vert_spv[] =
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// glsl_shader.frag, compiled with:
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// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
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+/*
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+#version 450 core
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+layout(location = 0) out vec4 fColor;
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+layout(set=0, binding=0) uniform sampler2D sTexture;
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+layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
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+void main()
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+{
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+ fColor = In.Color * texture(sTexture, In.UV.st);
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+}
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+*/
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static uint32_t __glsl_shader_frag_spv[] =
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{
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0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
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