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author | Indrajith K L | 2024-05-13 02:13:07 +0530 |
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committer | Indrajith K L | 2024-05-13 02:13:07 +0530 |
commit | e32c474ae1f43aae3f77bb18fdb57910646de0e3 (patch) | |
tree | 24198f232d42bf083759a2e35d2eb355a6612350 /CSV Editor/vendor/ImGui/backends/vulkan | |
download | csv_editor-e32c474ae1f43aae3f77bb18fdb57910646de0e3.tar.gz csv_editor-e32c474ae1f43aae3f77bb18fdb57910646de0e3.tar.bz2 csv_editor-e32c474ae1f43aae3f77bb18fdb57910646de0e3.zip |
Initial Commit
* Basic CSV Parsing and Editable Table Display
Diffstat (limited to 'CSV Editor/vendor/ImGui/backends/vulkan')
3 files changed, 45 insertions, 0 deletions
diff --git a/CSV Editor/vendor/ImGui/backends/vulkan/generate_spv.sh b/CSV Editor/vendor/ImGui/backends/vulkan/generate_spv.sh new file mode 100644 index 0000000..948ef77 --- /dev/null +++ b/CSV Editor/vendor/ImGui/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/CSV Editor/vendor/ImGui/backends/vulkan/glsl_shader.frag b/CSV Editor/vendor/ImGui/backends/vulkan/glsl_shader.frag new file mode 100644 index 0000000..ce7e6f7 --- /dev/null +++ b/CSV Editor/vendor/ImGui/backends/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/CSV Editor/vendor/ImGui/backends/vulkan/glsl_shader.vert b/CSV Editor/vendor/ImGui/backends/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/CSV Editor/vendor/ImGui/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} |