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-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
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+++ b/shaders/ui.frag.glsl
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+#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);
+}