Piping just the vertex glyph representation first to test the stencil buffer

This commit is contained in:
2020-02-22 00:07:58 -08:00
parent bb8144bb01
commit b3e092e25a
70 changed files with 906 additions and 369 deletions

View File

@@ -2,20 +2,11 @@
// SIMPLE TEXTURE : FRAGMENT SHADER
// These come in from the previous shader (vertex)
layout(location = 0) in vec2 texture_position;
layout(location = 0) in vec4 out_color;
// 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));
}
f_color = out_color;
}