summaryrefslogtreecommitdiff
path: root/shaders/ui.frag.glsl
diff options
context:
space:
mode:
authorGabriel Schneider <[email protected]>2026-07-02 20:06:25 -0300
committerGabriel Schneider <[email protected]>2026-08-01 15:02:07 -0300
commitbead9f0b78380d1428f40fdab339c1c8f88fa626 (patch)
tree960255de5a2cef661ec5d0ad3220a4b2b1738842 /shaders/ui.frag.glsl
parent62ef1882ab7878210f05f06504796849e412c318 (diff)
downloadpardes-bead9f0b78380d1428f40fdab339c1c8f88fa626.tar.gz
pardes-bead9f0b78380d1428f40fdab339c1c8f88fa626.zip
sdl ui backend
Diffstat (limited to 'shaders/ui.frag.glsl')
-rw-r--r--shaders/ui.frag.glsl18
1 files changed, 18 insertions, 0 deletions
diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl
new file mode 100644
index 00000000..2284fa0b
--- /dev/null
+++ b/shaders/ui.frag.glsl
@@ -0,0 +1,18 @@
+#version 450
+
+// Sample the glyph atlas (R = coverage 0..1) and mix the cell's bg up to its fg
+// by that coverage. Fully opaque: the swapchain is SDR, no blending needed.
+
+layout(set = 2, binding = 0) uniform sampler2D u_atlas;
+
+layout(location = 0) in vec2 v_uv;
+layout(location = 1) in vec3 v_fg;
+layout(location = 2) in vec3 v_bg;
+
+layout(location = 0) out vec4 o_col;
+
+void main() {
+ float a = texture(u_atlas, v_uv).r;
+ vec3 col = mix(v_bg, v_fg, a);
+ o_col = vec4(col, 1.0);
+}