Dawn/fragment.glsl

81 lines
1.3 KiB
GLSL

#version 450
layout(column_major) uniform;
layout(column_major) buffer;
#line 1883 0
struct _MatrixStorage_float4x4std140_0
{
vec4 data_0[4];
};
#line 7 1
struct SLANG_ParameterGroup_Uniforms_std140_0
{
_MatrixStorage_float4x4std140_0 u_Projection_0;
_MatrixStorage_float4x4std140_0 u_View_0;
_MatrixStorage_float4x4std140_0 u_Model_0;
vec4 u_Color_0;
bool u_HasTexture_0;
};
#line 2
layout(binding = 0)
layout(std140) uniform block_SLANG_ParameterGroup_Uniforms_std140_0
{
_MatrixStorage_float4x4std140_0 u_Projection_0;
_MatrixStorage_float4x4std140_0 u_View_0;
_MatrixStorage_float4x4std140_0 u_Model_0;
vec4 u_Color_0;
bool u_HasTexture_0;
}Uniforms_0;
layout(binding = 1)
uniform sampler2D u_Texture_0;
#line 4811 0
layout(location = 0)
out vec4 entryPointParam_fragmentMain_color_0;
#line 4811
layout(location = 0)
in vec2 uv_0;
#line 21 1
struct Fragment_0
{
vec4 color_0;
};
#line 49
void main()
{
Fragment_0 output_0;
if(Uniforms_0.u_HasTexture_0)
{
#line 54
output_0.color_0 = (texture((u_Texture_0), (uv_0))) * Uniforms_0.u_Color_0;
#line 53
}
else
{
output_0.color_0 = Uniforms_0.u_Color_0;
#line 53
}
#line 53
entryPointParam_fragmentMain_color_0 = output_0.color_0;
#line 53
return;
}