prosperon/shaders/baseparticle.cg

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#depth off
#blend mix
@vs vs
in vec2 a_pos;
in vec2 a_uv;
struct particle {
vec2 pos;
float angle;
float scale;
vec4 color;
};
readonly buffer ssbo {
particle par[];
};
out vec2 uv;
out vec2 fuv;
out vec4 color0;
vec2 pos;
uniform mat4 vp;
void main()
{
particle p = par[gl_InstanceIndex];
pos = p.pos+(a_pos);
color0 = p.color;
gl_Position = vp * vec4(pos, 0.0, 1.0);
}
@end
@fs fs
in vec2 uv;
in vec2 fuv;
in vec4 color0;
out vec4 color;
texture2D text;
sampler smp;
void main()
{
color = color0;
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color.r = 1;
color.a = 1;
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}
@end
@program text vs fs