#include <string>
#include <vector>
#include <vulkan/vulkan.hpp>
Go to the source code of this file.
◆ fragmentShaderText_C_C
const std::string fragmentShaderText_C_C |
Initial value:= R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 color;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = color;
}
)"
Definition at line 79 of file shaders.hpp.
◆ fragmentShaderText_T_C
const std::string fragmentShaderText_T_C |
Initial value:= R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D tex;
layout (location = 0) in vec2 inTexCoord;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = texture(tex, inTexCoord);
}
)"
Definition at line 96 of file shaders.hpp.
◆ vertexShaderText_PC_C
const std::string vertexShaderText_PC_C |
Initial value:= R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, binding = 0) uniform buffer
{
mat4 mvp;
} uniformBuffer;
layout (location = 0) in vec4 pos;
layout (location = 1) in vec4 inColor;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = inColor;
gl_Position = uniformBuffer.mvp * pos;
}
)"
Definition at line 31 of file shaders.hpp.
◆ vertexShaderText_PT_T
const std::string vertexShaderText_PT_T |
Initial value:= R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, binding = 0) uniform buffer
{
mat4 mvp;
} uniformBuffer;
layout (location = 0) in vec4 pos;
layout (location = 1) in vec2 inTexCoord;
layout (location = 0) out vec2 outTexCoord;
void main()
{
outTexCoord = inTexCoord;
gl_Position = uniformBuffer.mvp * pos;
}
)"
Definition at line 55 of file shaders.hpp.