2011-04-24 01:14:00 +00:00
|
|
|
/**
|
|
|
|
** Supermodel
|
|
|
|
** A Sega Model 3 Arcade Emulator.
|
2012-02-20 03:45:48 +00:00
|
|
|
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
|
2011-04-24 01:14:00 +00:00
|
|
|
**
|
|
|
|
** This file is part of Supermodel.
|
|
|
|
**
|
|
|
|
** Supermodel is free software: you can redistribute it and/or modify it under
|
|
|
|
** the terms of the GNU General Public License as published by the Free
|
|
|
|
** Software Foundation, either version 3 of the License, or (at your option)
|
|
|
|
** any later version.
|
|
|
|
**
|
|
|
|
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
|
|
|
|
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
|
|
|
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
|
|
|
** more details.
|
|
|
|
**
|
|
|
|
** You should have received a copy of the GNU General Public License along
|
|
|
|
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
**/
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Shaders2D.h
|
|
|
|
*
|
|
|
|
* Header file containing the 2D vertex and fragment shaders.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef INCLUDED_SHADERS2D_H
|
|
|
|
#define INCLUDED_SHADERS2D_H
|
|
|
|
|
|
|
|
// Vertex shader
|
2022-11-07 21:33:01 +00:00
|
|
|
static const char s_vertexShaderSource[] = R"glsl(
|
|
|
|
|
|
|
|
#version 410 core
|
|
|
|
|
|
|
|
// outputs
|
|
|
|
out vec2 fsTexCoord;
|
|
|
|
|
|
|
|
void main(void)
|
|
|
|
{
|
|
|
|
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
|
|
|
|
vec4(-1.0, 1.0, 0.0, 1.0),
|
|
|
|
vec4( 1.0, -1.0, 0.0, 1.0),
|
|
|
|
vec4( 1.0, 1.0, 0.0, 1.0));
|
|
|
|
|
|
|
|
fsTexCoord = ((vertices[gl_VertexID % 4].xy + 1.0) / 2.0);
|
|
|
|
fsTexCoord.y = 1.0 - fsTexCoord.y; // flip upside down
|
|
|
|
gl_Position = vertices[gl_VertexID % 4];
|
|
|
|
}
|
|
|
|
|
|
|
|
)glsl";
|
|
|
|
|
2011-04-24 01:14:00 +00:00
|
|
|
|
|
|
|
// Fragment shader
|
2022-11-07 21:33:01 +00:00
|
|
|
static const char s_fragmentShaderSource[] = R"glsl(
|
|
|
|
|
|
|
|
#version 410 core
|
|
|
|
|
|
|
|
// inputs
|
|
|
|
uniform sampler2D tex1; // texture
|
|
|
|
in vec2 fsTexCoord;
|
|
|
|
|
|
|
|
// outputs
|
|
|
|
out vec4 fragColor;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
fragColor = texture(tex1, fsTexCoord);
|
|
|
|
}
|
|
|
|
|
|
|
|
)glsl";
|
|
|
|
|
2011-04-24 01:14:00 +00:00
|
|
|
|
|
|
|
#endif // INCLUDED_SHADERS2D_H
|