Supermodel/Src/Graphics/Shaders2D.h

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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
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**
** 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
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";
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// Fragment shader
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";
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#endif // INCLUDED_SHADERS2D_H