Files
Seele/res/shaders/uiFragment.glsl
T

104 lines
1.5 KiB
GLSL
Raw Normal View History

2022-04-18 18:08:38 +02:00
#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout(row_major) uniform;
layout(row_major) buffer;
#line 30 0
layout(binding = 2)
layout(std140) uniform _S1
{
uint _data;
} numBackgroundTextures_0;
#line 33
layout(binding = 3)
uniform texture2D backgroundTextures_0[];
#line 27
layout(binding = 1)
uniform sampler backgroundSampler_0;
#line 27
layout(location = 0)
out vec4 _S2;
#line 63
layout(location = 0)
in vec2 _S3;
#line 1
layout(location = 1)
in vec3 _S4;
#line 1
flat layout(location = 2)
in uint _S5;
#line 1
layout(location = 3)
in vec3 _S6;
#line 1
layout(location = 4)
in float _S7;
#line 1
layout(location = 5)
in vec2 _S8;
#line 1
struct RenderElementStyle_0
{
vec3 position_0;
uint backgroundImageIndex_0;
vec3 backgroundColor_0;
float opacity_0;
vec2 dimensions_0;
};
#line 63
void main()
{
vec4 bgTextureColor_0;
#line 63
RenderElementStyle_0 _S9 = RenderElementStyle_0(_S4, _S5, _S6, _S7, _S8);
#line 69
const vec4 _S10 = vec4(float(1), float(1), float(1), float(1));
#line 69
uint imageIndex_0 = _S9.backgroundImageIndex_0;
if(imageIndex_0 < numBackgroundTextures_0._data)
{
vec4 _S11 = (texture(sampler2D(backgroundTextures_0[imageIndex_0],backgroundSampler_0), (_S3)));
#line 71
bgTextureColor_0 = _S11;
}
else
{
#line 71
bgTextureColor_0 = _S10;
}
#line 71
_S2 = vec4(_S9.backgroundColor_0, _S9.opacity_0) * bgTextureColor_0;
#line 71
return;
}