/
Shaders.h
41 lines (30 loc) · 842 Bytes
/
Shaders.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
#pragma once
static const char* vertShaderSrc =
R"(#version 430 core
vec2 positions[6] = vec2[]( vec2(-1.0, -1.0), // lower-left
vec2( 1.0, -1.0), // lower-right
vec2( 1.0, 1.0), // upper-right
vec2(-1.0, -1.0), // lower-left
vec2( 1.0, 1.0), // upper-right
vec2(-1.0, 1.0)); // upper-left
out VS_OUT
{
vec2 uv;
} vs_out;
void main()
{
vs_out.uv = positions[gl_VertexID] * 0.5 + 0.5;
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
})";
static const char* fragShaderSrc =
R"(#version 430 core
layout(binding = 0) uniform sampler2D u_input;
in VS_OUT
{
vec2 uv;
} fs_in;
layout(location = 0) out vec4 o_color;
void main()
{
o_color = texture(u_input, fs_in.uv);
})";