Files
IAEngine/Resources/Shaders/Geometry.frag
Isuru Samarathunga dd2d2e1ae8 Scripts: Srcgen
2025-11-01 01:23:31 +05:30

26 lines
660 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 inTexCoord;
layout(location = 1) in vec4 inVertexColor;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
layout(set = 3, binding = 0) uniform UniformBufferObject {
bool flippedH;
bool flippedV;
vec2 uvOffset;
vec4 colorOverlay;
} ubo;
void main()
{
vec2 uv = inTexCoord;
uv += ubo.uvOffset;
if(ubo.flippedH) uv.x = 1.0 - uv.x;
if(ubo.flippedV) uv.y = 1.0 - uv.y;
outColor = texture(texSampler, uv) * inVertexColor * ubo.colorOverlay;
if(outColor.w < 0.1)
discard;
}