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Vulkan-Samples/shaders/oit_depth_peeling/gather.vert
T
2025-09-04 10:54:47 +08:00

43 lines
1.2 KiB
GLSL

#version 450
/* Copyright (c) 2024, Google
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outColor;
////////////////////////////////////////
layout(set = 0, binding = 0) uniform SceneConstants
{
mat4 model_view_projection;
float background_grayscale;
float object_alpha;
int front_layer_index;
int back_layer_index;
} sceneConstants;
////////////////////////////////////////
void main()
{
gl_Position = sceneConstants.model_view_projection * vec4(inPos, 1.0f);
outColor = vec4(inUV, 0.0f, sceneConstants.object_alpha);
}