39 lines
612 B
GLSL
39 lines
612 B
GLSL
@vs vs
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in vec4 position;
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in vec4 color0;
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in vec4 uv;
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out vec4 color;
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out vec4 texcoord;
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void main() {
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gl_Position = position;
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color = color0;
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texcoord = uv;
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}
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@end
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@fs fs
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in vec4 color;
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in vec4 texcoord;
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out vec4 frag_color;
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layout(binding = 0) uniform texture2D tex;
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layout(binding = 0) uniform sampler smp;
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bool near(float a, float b) {
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return abs(a-b) < 0.01;
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}
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void main() {
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// if(near(texcoord.x, -4) && near(texcoord.y, -2)) {
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// frag_color = color;
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// } else {
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frag_color = texture(sampler2D(tex, smp), texcoord.xy);
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// }
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}
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@end
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@program triangle vs fs
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