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renderdoc/renderdoc/data/spv/text.frag
T
Jason Ekstrand 8034d1a678 vulkan: Add locations to shader inputs/outputs
As-is, glslang doesn't provide default locations on inputs so these weren't
getting any location decorations whatsoever.  This is illegal in Vulkan.
While putting them in a struct *should* be possible in theory, glslang
doesn't like to do it with the glsl version in the shader.  Just splitting
them into separate inputs seems like the most reliable solution.
2016-06-15 10:35:15 -07:00

46 lines
1.8 KiB
GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2016 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
layout (binding = 3) uniform sampler2D tex0;
layout (location = 0) out vec4 color_out;
layout (location = 0) in vec4 tex;
layout (location = 1) in vec2 glyphuv;
void main(void)
{
float text = 0;
if(glyphuv.x >= 0.0f && glyphuv.x <= 1.0f &&
glyphuv.y >= 0.0f && glyphuv.y <= 1.0f)
{
vec2 uv;
uv.x = mix(tex.x, tex.z, glyphuv.x);
uv.y = mix(tex.y, tex.w, glyphuv.y);
text = texture(tex0, uv.xy).x;
}
color_out = vec4(text.xxx, clamp(text + 0.5f, 0.0f, 1.0f));
}