SceneDebug.ankiprog 1.4 KB

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  1. <!--
  2. Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors.
  3. All rights reserved.
  4. Code licensed under the BSD License.
  5. http://www.anki3d.org/LICENSE
  6. -->
  7. <shaderProgram>
  8. <mutators>
  9. <mutator name="COLOR_TEXTURE" values="0 1"/>
  10. </mutators>
  11. <inputs>
  12. <input name="INSTANCE_COUNT" type="uint" const="1"/>
  13. </inputs>
  14. <shaders>
  15. <shader type="vert">
  16. <source><![CDATA[
  17. #include "shaders/Common.glsl"
  18. layout(location = 0) in vec3 in_position;
  19. #if COLOR_TEXTURE == 1
  20. layout(location = 1) in vec2 in_uv;
  21. layout(location = 0) out vec2 out_uv;
  22. #endif
  23. layout(ANKI_UBO_BINDING(0, 0), row_major) uniform u0_
  24. {
  25. mat4 u_mvp[INSTANCE_COUNT];
  26. #if COLOR_TEXTURE == 0
  27. vec4 u_color;
  28. #endif
  29. };
  30. out gl_PerVertex
  31. {
  32. vec4 gl_Position;
  33. };
  34. void main()
  35. {
  36. #if COLOR_TEXTURE == 1
  37. out_uv = in_uv;
  38. #endif
  39. gl_Position = u_mvp[gl_InstanceID] * vec4(in_position, 1.0);
  40. }
  41. ]]></source>
  42. </shader>
  43. <shader type="frag">
  44. <source><![CDATA[
  45. #include "shaders/Common.glsl"
  46. #if COLOR_TEXTURE == 1
  47. layout(location = 0) in vec2 in_uv;
  48. layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex;
  49. #else
  50. layout(ANKI_UBO_BINDING(0, 0), row_major) uniform u0_
  51. {
  52. mat4 u_mvp[INSTANCE_COUNT];
  53. vec4 u_color;
  54. };
  55. #endif
  56. layout(location = 0) out vec4 out_color;
  57. void main()
  58. {
  59. #if COLOR_TEXTURE == 1
  60. out_color = texture(u_tex, in_uv);
  61. #else
  62. out_color = u_color;
  63. #endif
  64. }
  65. ]]></source>
  66. </shader>
  67. </shaders>
  68. </shaderProgram>