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30 lines
835 B
GLSL
30 lines
835 B
GLSL
#version 430 core
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layout(binding = 0) uniform Globals {
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uniform vec3 iResolution;
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uniform float iTime;
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uniform float iTimeDelta;
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uniform float iFrameRate;
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uniform int iFrame;
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uniform float iChannelTime[4];
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uniform vec3 iChannelResolution[4];
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uniform vec4 iMouse;
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uniform vec4 iDate;
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uniform float iSampleRate;
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};
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layout(binding = 0) uniform sampler2D iChannel0;
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// These are unused currently by Ghostty:
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// layout(binding = 1) uniform sampler2D iChannel1;
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// layout(binding = 2) uniform sampler2D iChannel2;
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// layout(binding = 3) uniform sampler2D iChannel3;
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layout(location = 0) in vec4 gl_FragCoord;
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layout(location = 0) out vec4 _fragColor;
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#define texture2D texture
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void mainImage( out vec4 fragColor, in vec2 fragCoord );
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void main() { mainImage (_fragColor, gl_FragCoord.xy); }
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