quakeforge/libs/video/renderer/vulkan/twod.vert
Bill Currie ba6450d0b4 [vulkan] Make a start on the 2D pipeline
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
2021-01-10 15:56:17 +09:00

27 lines
545 B
GLSL

#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection;
mat4 View;
mat4 Model;
};
/** Vertex position.
x, y, s, t
\a vertex provides the onscreen location at which to draw the icon
(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
*/
layout (location = 0) in vec4 vertex;
layout (location = 1) in vec4 vcolor;
layout (location = 0) out vec2 st;
layout (location = 1) out vec4 color;
void
main (void)
{
gl_Position = Projection * vec4 (vertex.xy, 0.0, 1.0);
st = vertex.zw;
color = vcolor;
}