light/Engine/res/Shaders/QuadShader.h

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#define LT_ENGINE_RESOURCES_QUAD_SHADER_VS \
R"(
+GLSL
#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
uniform mat4 u_ViewProjection;
out vec4 vso_FragmentColor;
void main()
{
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
vso_FragmentColor = a_Color;
}
-GLSL
+HLSL
struct VertexOut
{
float4 Color : COLOR;
float4 Position : SV_Position;
};
VertexOut main(float3 InPosition : POSITION, float4 InColor : COLOR)
{
VertexOut vso;
vso.Position = float4(InPosition.x, InPosition.y, InPosition.z, 1.0);
vso.Color = InColor;
return vso;
}
-HLSL)"
#define LT_ENGINE_RESOURCES_QUAD_SHADER_PS \
R"(
+GLSL
#version 440 core
in vec4 vso_FragmentColor;
out vec4 fso_FragmentColor;
void main()
{
fso_FragmentColor = vso_FragmentColor;
}
-GLSL
+HLSL
float4 main(float4 Color : COLOR) : SV_Target
{
return Color;
}
-HLSL
)"