still working on getiting these shaders to a usable API

This commit is contained in:
2019-09-28 21:30:28 -07:00
parent 1a247e482a
commit 77d30591e6
15 changed files with 264 additions and 271 deletions

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#version 450
// SIMPLE TEXTURE : FRAGMENT SHADER
// These come in from the previous shader (vertex)
layout(location = 0) in vec2 texture_position;
// This goes out to the bound image in window_size_dependent setup
layout(location = 0) out vec4 f_color;
// This is bound by the descriptor set
// Currently handled by the individual buffer and are 1:1
layout(set = 0, binding = 0) uniform sampler2D tex;
void main() {
ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
f_color = texture(tex, texture_position);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
}

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#version 450
// SIMPLE TEXTURE : VERTEX SHADER
// These come in from the vertex definition
// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
// These are made up in the shader themselves
layout(location = 0) out vec2 tex_coords;
void main() {
gl_Position = vec4(v_position, 1.0);
tex_coords = ti_position;
}