81 lines
2.0 KiB
GLSL
81 lines
2.0 KiB
GLSL
#version 310 es
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layout(location = 0) out vec2 texcoords_1;
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struct Uniforms {
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vec2 u_scale;
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vec2 u_offset;
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};
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layout(binding = 0) uniform Uniforms_1 {
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vec2 u_scale;
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vec2 u_offset;
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} uniforms;
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struct VertexOutputs {
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vec2 texcoords;
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vec4 position;
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};
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VertexOutputs vs_main(uint VertexIndex) {
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vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
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VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f);
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bool flipY = (uniforms.u_scale.y < 0.0f);
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if (flipY) {
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tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f));
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} else {
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tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
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}
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return tint_symbol;
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}
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void main() {
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VertexOutputs inner_result = vs_main(uint(gl_VertexID));
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texcoords_1 = inner_result.texcoords;
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gl_Position = inner_result.position;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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layout(location = 0) in vec2 texcoord_1;
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layout(location = 0) out vec4 value;
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struct Uniforms {
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vec2 u_scale;
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vec2 u_offset;
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};
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struct VertexOutputs {
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vec2 texcoords;
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vec4 position;
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};
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bool tint_discard = false;
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uniform highp sampler2D myTexture_mySampler;
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vec4 fs_main(vec2 texcoord) {
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vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f, 0.0f), vec2(1.0f, 1.0f));
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if (!(all(equal(clampedTexcoord, texcoord)))) {
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tint_discard = true;
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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vec4 srcColor = texture(myTexture_mySampler, texcoord);
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return srcColor;
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}
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void tint_discard_func() {
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discard;
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}
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void main() {
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vec4 inner_result = fs_main(texcoord_1);
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if (tint_discard) {
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tint_discard_func();
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return;
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}
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value = inner_result;
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return;
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}
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