34 #extension GL_ARB_separate_shader_objects : enable
35 #extension GL_ARB_shading_language_420pack : enable
37 layout (std140, binding = 0) uniform buffer
42 layout (location = 0) in vec4 pos;
43 layout (location = 1) in vec4 inColor;
45 layout (location = 0) out vec4 outColor;
50 gl_Position = uniformBuffer.mvp * pos;
58 #extension GL_ARB_separate_shader_objects : enable
59 #extension GL_ARB_shading_language_420pack : enable
61 layout (std140, binding = 0) uniform buffer
66 layout (location = 0) in vec4 pos;
67 layout (location = 1) in vec2 inTexCoord;
69 layout (location = 0) out vec2 outTexCoord;
73 outTexCoord = inTexCoord;
74 gl_Position = uniformBuffer.mvp * pos;
82 #extension GL_ARB_separate_shader_objects : enable
83 #extension GL_ARB_shading_language_420pack : enable
85 layout (location = 0) in vec4 color;
87 layout (location = 0) out vec4 outColor;
99 #extension GL_ARB_separate_shader_objects : enable
100 #extension GL_ARB_shading_language_420pack : enable
102 layout (binding = 1) uniform sampler2D tex;
104 layout (location = 0) in vec2 inTexCoord;
106 layout (location = 0) out vec4 outColor;
110 outColor = texture(tex, inTexCoord);
vk::ShaderModule createShaderModule(vk::Device const &device, vk::ShaderStageFlagBits shaderStage, std::string const &shaderText)
bool GLSLtoSPV(const vk::ShaderStageFlagBits shaderType, std::string const &glslShader, std::vector< unsigned int > &spvShader)
const std::string fragmentShaderText_T_C
const std::string vertexShaderText_PC_C
const std::string fragmentShaderText_C_C
const std::string vertexShaderText_PT_T