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-rw-r--r--glsl/shader_2d_wired.frag.glsl30
-rw-r--r--glsl/shader_2d_wired.vert.glsl30
2 files changed, 60 insertions, 0 deletions
diff --git a/glsl/shader_2d_wired.frag.glsl b/glsl/shader_2d_wired.frag.glsl
new file mode 100644
index 0000000..0671223
--- /dev/null
+++ b/glsl/shader_2d_wired.frag.glsl
@@ -0,0 +1,30 @@
+/*
+ * Copyright 2022 Frederico de Oliveira Linhares
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#version 450
+
+layout(location = 0) out vec4 out_color;
+
+layout(set = 1, binding = 0) uniform UBOModel2D
+{
+ vec3 color;
+} ubo_model_2d;
+
+void
+main()
+{
+ out_color = vec4(ubo_model_2d.color, 1.0);
+}
diff --git a/glsl/shader_2d_wired.vert.glsl b/glsl/shader_2d_wired.vert.glsl
new file mode 100644
index 0000000..97330dc
--- /dev/null
+++ b/glsl/shader_2d_wired.vert.glsl
@@ -0,0 +1,30 @@
+/*
+ * Copyright 2022 Frederico de Oliveira Linhares
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#version 450
+
+layout(location = 0) in vec2 in_position;
+
+layout(set = 0, binding = 0) uniform UBOView2D
+{
+ mat4 proj;
+} ubo_view;
+
+void
+main()
+{
+ gl_Position = ubo_view.proj * vec4(in_position, 0.0, 1.0);
+}