forked from AuroraMiddleware/gtk
6bec7aae89
Instead of having 3 different shaders for the different clipping versions, just have one shader and use a preprocessor define to use different clip functions. That preprocessor define is set in the Makefile. Also use foo.frag and foo.vert as the file extensions instead of using foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as extension.
16 lines
294 B
GLSL
16 lines
294 B
GLSL
#version 420 core
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#include "clip.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture;
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layout(location = 0) out vec4 color;
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void main()
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{
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color = clip (inPos, texture (inTexture, inTexCoord));
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}
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