Lumenarium/src_v2/editor/lumenarium_editor_ui_shaders.h

77 lines
1.9 KiB
C

global XPlatform_Shader_Program_Src ui_shader = {
.win32_vert = lit_str(
"#version 330 core\n"
"layout (location = 0) in vec3 a_pos;\n"
"layout (location = 1) in vec2 a_uv;\n"
"layout (location = 2) in vec4 a_color;\n"
"out vec2 uv;\n"
"out vec4 color;\n"
"uniform mat4 proj;\n"
"void main(void) {\n"
" gl_Position = proj * vec4(a_pos, 1.0);\n"
" uv = a_uv;\n"
" color = a_color;\n"
"}"
),
.win32_frag = lit_str(
"#version 330 core\n"
"in vec2 uv;\n"
"in vec4 color;\n"
"out vec4 FragColor;\n"
"uniform sampler2D tex;\n"
"void main(void) {\n"
" FragColor = texture(tex, uv) * color;\n"
"}"
),
.osx_vert = lit_str(
"#version 330 core\n"
"layout (location = 0) in vec3 a_pos;\n"
"layout (location = 1) in vec2 a_uv;\n"
"layout (location = 2) in vec4 a_color;\n"
"out vec2 uv;\n"
"out vec4 color;\n"
"uniform mat4 proj;\n"
"void main(void) {\n"
" gl_Position = proj * vec4(a_pos, 1.0);\n"
" uv = a_uv;\n"
" color = a_color;\n"
"}"
),
.osx_frag = lit_str(
"#version 330 core\n"
"in vec2 uv;\n"
"in vec4 color;\n"
"out vec4 FragColor;\n"
"uniform sampler2D tex;\n"
"void main(void) {\n"
" FragColor = texture(tex, uv) * color;\n"
"}"
),
.wasm_vert = lit_str(
"precision highp float;\n"
"attribute vec3 a_pos;\n"
"attribute vec2 a_uv;\n"
"attribute vec4 a_color;\n"
"varying vec2 uv;\n"
"varying vec4 color;\n"
"uniform mat4 proj;\n"
"void main(void) {\n"
" gl_Position = proj * vec4(a_pos, 1.0);\n"
" uv = a_uv;\n"
" color = a_color;\n"
"}"
),
.wasm_frag = lit_str(
"precision highp float;\n"
"varying vec2 uv;\n"
"varying vec4 color;\n"
"uniform sampler2D tex;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(tex, uv) * color;\n"
"}"
),
};