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8034d1a678
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.
46 lines
1.8 KiB
GLSL
46 lines
1.8 KiB
GLSL
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2016 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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layout (binding = 3) uniform sampler2D tex0;
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layout (location = 0) out vec4 color_out;
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layout (location = 0) in vec4 tex;
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layout (location = 1) in vec2 glyphuv;
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void main(void)
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{
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float text = 0;
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if(glyphuv.x >= 0.0f && glyphuv.x <= 1.0f &&
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glyphuv.y >= 0.0f && glyphuv.y <= 1.0f)
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{
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vec2 uv;
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uv.x = mix(tex.x, tex.z, glyphuv.x);
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uv.y = mix(tex.y, tex.w, glyphuv.y);
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text = texture(tex0, uv.xy).x;
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}
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color_out = vec4(text.xxx, clamp(text + 0.5f, 0.0f, 1.0f));
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}
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