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vulkan: add legacy shaders

This commit is contained in:
Julian Orth 2025-02-27 11:10:50 +01:00
parent 26db79e249
commit cb9dc4c182
9 changed files with 108 additions and 11 deletions

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layout(push_constant, std430) uniform Data {
layout(offset = 0) vec2 pos[4];
layout(offset = 32) vec4 color;
} data;

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#version 450
#include "../frag_spec_const.glsl"
#include "fill.common.glsl"
layout(location = 0) out vec4 out_color;
void main() {
out_color = data.color;
}

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#version 450
//#extension GL_EXT_debug_printf : enable
#include "fill.common.glsl"
void main() {
vec2 pos;
switch (gl_VertexIndex) {
case 0: pos = data.pos[0]; break;
case 1: pos = data.pos[1]; break;
case 2: pos = data.pos[2]; break;
case 3: pos = data.pos[3]; break;
}
gl_Position = vec4(pos, 0.0, 1.0);
// debugPrintfEXT("gl_Position = %v4f", gl_Position);
}

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layout(push_constant, std430) uniform Data {
layout(offset = 0) vec2 pos[4];
layout(offset = 32) vec2 tex_pos[4];
layout(offset = 64) float mul;
} data;

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#version 450
#include "../frag_spec_const.glsl"
#include "tex.common.glsl"
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(location = 0) in vec2 tex_pos;
layout(location = 0) out vec4 out_color;
void main() {
vec4 c = textureLod(tex, tex_pos, 0);
if (has_alpha_multiplier) {
if (src_has_alpha) {
c *= data.mul;
} else {
c = vec4(c.rgb * data.mul, data.mul);
}
}
out_color = c;
}

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#version 450
//#extension GL_EXT_debug_printf : enable
#include "tex.common.glsl"
layout(location = 0) out vec2 tex_pos;
void main() {
vec2 pos;
switch (gl_VertexIndex) {
case 0: pos = data.pos[0]; tex_pos = data.tex_pos[0]; break;
case 1: pos = data.pos[1]; tex_pos = data.tex_pos[1]; break;
case 2: pos = data.pos[2]; tex_pos = data.tex_pos[2]; break;
case 3: pos = data.pos[3]; tex_pos = data.tex_pos[3]; break;
}
gl_Position = vec4(pos, 0.0, 1.0);
// debugPrintfEXT("gl_Position = %v4f, tex_pos = %v2f", gl_Position, tex_pos);
}