132 lines
3.3 KiB
Rust
132 lines
3.3 KiB
Rust
pub mod vert_common {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: r"#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_pos;
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layout (location = 1) in vec2 in_uv;
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layout (location = 0) out vec2 out_uv;
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void main() {
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out_uv = in_uv;
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gl_Position = vec4(in_pos * 2. - 1., 0., 1.);
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}
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",
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}
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}
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pub mod frag_color {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (set = 0, binding = 0) uniform ColorBlock {
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uniform vec4 in_color;
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};
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void main()
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{
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out_color = in_color;
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}
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",
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}
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}
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pub mod frag_glyph {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (set = 0, binding = 0) uniform sampler2D in_texture;
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layout (set = 1, binding = 0) uniform ColorBlock {
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uniform vec4 in_color;
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};
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void main()
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{
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float r = texture(in_texture, in_uv).r;
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out_color = vec4(r,r,r,r) * in_color;
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}
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",
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}
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}
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pub mod frag_sprite {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (set = 0, binding = 0) uniform sampler2D in_texture;
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void main()
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{
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out_color = texture(in_texture, in_uv);
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}
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",
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}
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}
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pub mod frag_screen {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (set = 0, binding = 0) uniform sampler2D in_texture;
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void main()
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{
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out_color = texture(in_texture, in_uv);
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out_color.a = 1.0;
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}
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",
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}
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}
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pub mod frag_srgb {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"#version 310 es
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precision highp float;
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layout (location = 0) in vec2 in_uv;
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layout (location = 0) out vec4 out_color;
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layout (set = 0, binding = 0) uniform sampler2D in_texture;
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layout (set = 1, binding = 0) uniform AlphaBlock {
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uniform float alpha;
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};
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void main()
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{
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out_color = texture(in_texture, in_uv);
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bvec4 cutoff = lessThan(out_color, vec4(0.04045));
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vec4 higher = pow((out_color + vec4(0.055))/vec4(1.055), vec4(2.4));
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vec4 lower = out_color/vec4(12.92);
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out_color = mix(higher, lower, cutoff);
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out_color.a = alpha;
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}
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",
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}
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}
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