gtk/gsk/vulkan/resources/texture.frag
Benjamin Otte f420c143e0 vulkan: Split textures and samplers
The idea here is that we can do more complex combinations and use that
to support texture-scale nodes or use fancy texture formats (suc as
YUV).

I'm not sure this is actually necessary, but for now it gives more
flexibility.
2023-06-04 19:42:01 +02:00

19 lines
444 B
GLSL

#version 420 core
#include "common.frag.glsl"
#include "clip.frag.glsl"
#include "rect.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in Rect inRect;
layout(location = 2) in vec2 inTexCoord;
layout(location = 3) flat in uvec2 inTexId;
layout(location = 0) out vec4 color;
void main()
{
float alpha = rect_coverage (inRect, inPos);
color = clip_scaled (inPos, texture (get_sampler (inTexId), inTexCoord) * alpha);
}