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@ -76,6 +76,23 @@ static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; |
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// glsl_shader.vert, compiled with:
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// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
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/*
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#version 450 core |
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layout(location = 0) in vec2 aPos; |
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layout(location = 1) in vec2 aUV; |
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layout(location = 2) in vec4 aColor; |
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layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; |
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out gl_PerVertex { vec4 gl_Position; }; |
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layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; |
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void main() |
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{ |
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Out.Color = aColor; |
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Out.UV = aUV; |
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gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); |
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} |
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*/ |
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static uint32_t __glsl_shader_vert_spv[] = |
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{ |
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0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, |
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@ -123,6 +140,16 @@ static uint32_t __glsl_shader_vert_spv[] = |
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// glsl_shader.frag, compiled with:
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// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
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/*
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#version 450 core |
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layout(location = 0) out vec4 fColor; |
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layout(set=0, binding=0) uniform sampler2D sTexture; |
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layout(location = 0) in struct { vec4 Color; vec2 UV; } In; |
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void main() |
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{ |
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fColor = In.Color * texture(sTexture, In.UV.st); |
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} |
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*/ |
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static uint32_t __glsl_shader_frag_spv[] = |
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{ |
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0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, |
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