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#!/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 |
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#version 450 core | ||
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() | ||
{ | ||
fColor = In.Color * texture(sTexture, In.UV.st); | ||
} |
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#version 450 core | ||
layout(location = 0) in vec2 aPos; | ||
layout(location = 1) in vec2 aUV; | ||
layout(location = 2) in vec4 aColor; | ||
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layout(push_constant) uniform uPushConstant { | ||
vec2 uScale; | ||
vec2 uTranslate; | ||
} pc; | ||
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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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void main() | ||
{ | ||
Out.Color = aColor; | ||
Out.UV = aUV; | ||
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); | ||
} |