// NOTE: This file is compiled and embedded into the exe. // Use `xenia-build genspirv` and check in any changes under bin/. #version 450 core precision highp float; layout(push_constant) uniform PushConstants { layout(offset = 64) int restrict_texture_samples; } push_constants; layout(set = 0, binding = 0) uniform sampler2D texture_sampler; layout(set = 0, binding = 1) uniform sampler1D tex1D; layout(set = 0, binding = 1) uniform sampler2D tex2D; layout(location = 0) in vec2 vtx_uv; layout(location = 1) in vec4 vtx_color; layout(location = 0) out vec4 out_color; void main() { out_color = vtx_color; if (push_constants.restrict_texture_samples == 0 || vtx_uv.x <= 1.0) { vec4 tex_color = texture(texture_sampler, vtx_uv); out_color *= tex_color; // TODO(benvanik): microprofiler shadows. } }