18 lines
592 B
GLSL
18 lines
592 B
GLSL
#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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uniform vec4 uOldTransform[4];
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layout(binding = 2) uniform sampler2D SPIRV_Cross_CombineduTextureuSampler;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 oFragColor;
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void main()
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{
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vec4 normTexCoord = mat4(uOldTransform[0], uOldTransform[1], uOldTransform[2], uOldTransform[3]) * vec4(vTexCoord, 0.0, 1.0);
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vec2 texCoord = ((normTexCoord.xy / vec2(normTexCoord.w)) + vec2(1.0)) * 0.5;
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oFragColor = texture(SPIRV_Cross_CombineduTextureuSampler, texCoord);
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}
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