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renderdoc/renderdoc/data/glsl/shaderdebug_sample.vert
T
baldurk b1620e0ae5 Use matching name for GL input/output variables
* GL doesn't use location matching due to it not being supported always.
2026-10-29 17:33:20 +00:00

71 lines
2.1 KiB
GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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.
******************************************************************************/
#include "glsl_globals.h"
#ifdef VULKAN
layout(location = 0)
#endif
out vec4 v2f_uvwa;
#ifdef VULKAN
layout(push_constant) uniform PushData
{
vec4 uvwa;
vec4 ddx;
vec4 ddy;
}
push;
#define in_uvwa (push.uvwa)
#define in_ddx (push.ddx)
#define in_ddy (push.ddy)
#else
uniform vec4 in_uvwa;
uniform vec4 in_ddx;
uniform vec4 in_ddy;
#endif
void main(void)
{
#ifdef VULKAN
const vec4 verts[3] = vec4[3](vec4(-0.75, -0.75, 0.5, 1.0), vec4(1.25, -0.75, 0.5, 1.0),
vec4(-0.75, 1.25, 0.5, 1.0));
#else
const vec4 verts[3] =
vec4[3](vec4(-0.75, 0.75, 0.5, 1.0), vec4(1.25, 0.75, 0.5, 1.0), vec4(-0.75, -1.25, 0.5, 1.0));
#endif
gl_Position = verts[VERTEX_ID];
v2f_uvwa = in_uvwa;
if(VERTEX_ID == 1)
v2f_uvwa.xyz += in_ddx.xyz;
else if(VERTEX_ID == 2)
v2f_uvwa.xyz += in_ddy.xyz;
}