diff options
Diffstat (limited to 'imgui-1.92.1/backends/vulkan')
| -rw-r--r-- | imgui-1.92.1/backends/vulkan/build_instructions.txt | 4 | ||||
| -rw-r--r-- | imgui-1.92.1/backends/vulkan/generate_spv.sh | 6 | ||||
| -rw-r--r-- | imgui-1.92.1/backends/vulkan/glsl_shader.frag | 14 | ||||
| -rw-r--r-- | imgui-1.92.1/backends/vulkan/glsl_shader.vert | 25 |
4 files changed, 49 insertions, 0 deletions
diff --git a/imgui-1.92.1/backends/vulkan/build_instructions.txt b/imgui-1.92.1/backends/vulkan/build_instructions.txt new file mode 100644 index 0000000..1f028d9 --- /dev/null +++ b/imgui-1.92.1/backends/vulkan/build_instructions.txt @@ -0,0 +1,4 @@ + +Script to rebuild shaders stored inside imgui_impl_vulkan.h +(You don't need to copy this folder if you are using the backend as-is) + diff --git a/imgui-1.92.1/backends/vulkan/generate_spv.sh b/imgui-1.92.1/backends/vulkan/generate_spv.sh new file mode 100644 index 0000000..948ef77 --- /dev/null +++ b/imgui-1.92.1/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/imgui-1.92.1/backends/vulkan/glsl_shader.frag b/imgui-1.92.1/backends/vulkan/glsl_shader.frag new file mode 100644 index 0000000..ce7e6f7 --- /dev/null +++ b/imgui-1.92.1/backends/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/imgui-1.92.1/backends/vulkan/glsl_shader.vert b/imgui-1.92.1/backends/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/imgui-1.92.1/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} |
