From a28b7318d2b47aaa693cfcda758c5a1745a668f6 Mon Sep 17 00:00:00 2001 From: tobid7 Date: Thu, 19 Mar 2026 09:22:46 +0100 Subject: [PATCH] Add the shaders --- tools/pdsg/shaders/shader.frag | 20 ++++++++++++++++++++ tools/pdsg/shaders/shader.vert | 20 ++++++++++++++++++++ 2 files changed, 40 insertions(+) create mode 100644 tools/pdsg/shaders/shader.frag create mode 100644 tools/pdsg/shaders/shader.vert diff --git a/tools/pdsg/shaders/shader.frag b/tools/pdsg/shaders/shader.frag new file mode 100644 index 0000000..122c222 --- /dev/null +++ b/tools/pdsg/shaders/shader.frag @@ -0,0 +1,20 @@ +#version 460 + +layout(location = 0) in vec2 oUV; +layout(location = 1) in vec4 oColor; + +uniform sampler2D tex; +layout(push_constant) uniform PushData { + int alfa; +} push; + +out vec4 FragColor; + +void main() { + vec4 tc = texture(tex, oUV); + if (push.alfa != 0) { + FragColor = vec4(oColor.rgb, tc.a * oColor.a); + } else { + FragColor = tc * oColor; + } +} \ No newline at end of file diff --git a/tools/pdsg/shaders/shader.vert b/tools/pdsg/shaders/shader.vert new file mode 100644 index 0000000..423089e --- /dev/null +++ b/tools/pdsg/shaders/shader.vert @@ -0,0 +1,20 @@ +#version 460 + +layout(location = 0) in vec2 pos; +layout(location = 1) in vec2 uv; +layout(location = 2) in vec4 color; + +layout(location = 0) out vec2 oUV; +layout(location = 1) out vec4 oColor; + +// Probably forgot about this matrix and +// searched hours for why the rendering isn't working :/ +layout(set = 0, binding = 0) uniform UBO { + mat4 projection; +} ubo; + +void main() { + gl_Position = ubo.projection*vec4(pos, 0.0, 1.0); + oUV = uv; + oColor = color; +} \ No newline at end of file