LumixEngine/data/pipelines/draw2d.shd
2020-11-28 23:33:49 +01:00

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include "pipelines/common.glsl"
vertex_shader [[
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_uv;
layout(location = 2) in vec4 a_color;
layout(std140, binding = 4) uniform Bones {
mat4 u_matrix;
};
layout(location = 0) out vec4 v_color;
layout(location = 1) out vec2 v_uv;
void main() {
v_color = a_color;
vec4 pos = u_matrix * vec4(a_position, 0, 1);
v_uv = a_uv;
gl_Position = vec4(pos);
}
]]
fragment_shader [[
layout (binding=0) uniform sampler2D u_texture;
layout(location = 0) in vec4 v_color;
layout(location = 1) in vec2 v_uv;
layout(location = 0) out vec4 o_color;
void main() {
o_color = v_color * textureLod(u_texture, v_uv, 0);
}
]]