gtk/gsk/resources/glsl/custom.glsl
Alexander Larsson 4d697283ae Support GLShaderNode in backends
For vulkan/broadway this just means to ignore it, but for the gl
backend we support (with up to 4 texture inputs, which is similar to
what shadertoy does, so should be widely supported).
2020-09-29 09:51:16 +02:00

22 lines
557 B
GLSL

// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
// The shader supplies:
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv);
uniform vec2 u_size;
uniform sampler2D u_source2;
uniform sampler2D u_source3;
uniform sampler2D u_source4;
void main() {
vec4 fragColor;
vec2 fragCoord = vec2(vUv.x * u_size.x, (1.0-vUv.y) * u_size.y);
mainImage(fragColor, fragCoord, u_size, vUv);
gskSetOutputColor(fragColor);
}