e600fb93a5
This is an initial implementation using the same single-pass approach as the RenderingDevice.
58 lines
1.1 KiB
GLSL
58 lines
1.1 KiB
GLSL
/* clang-format off */
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#[modes]
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mode_default = #define MODE_SIMPLE_COPY
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mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
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mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
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mode_mipmap = #define MODE_MIPMAP
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mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
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#[specializations]
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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out vec2 uv_interp;
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/* clang-format on */
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#ifdef USE_COPY_SECTION
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uniform highp vec4 copy_section;
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#endif
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void main() {
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uv_interp = vertex_attrib * 0.5 + 0.5;
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gl_Position = vec4(vertex_attrib, 1.0, 1.0);
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#ifdef USE_COPY_SECTION
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gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
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#endif
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}
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/* clang-format off */
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#[fragment]
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in vec2 uv_interp;
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/* clang-format on */
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#ifdef MODE_SIMPLE_COLOR
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uniform vec4 color_in;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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uniform highp vec2 pixel_size;
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#endif
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uniform sampler2D source; // texunit:0
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layout(location = 0) out vec4 frag_color;
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void main() {
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#ifdef MODE_SIMPLE_COPY
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vec4 color = texture(source, uv_interp);
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frag_color = color;
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#endif
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#ifdef MODE_SIMPLE_COLOR
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frag_color = color_in;
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#endif
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}
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