Compile shaders in build.zig
This commit is contained in:
@@ -3,6 +3,8 @@
|
||||
#extension GL_EXT_scalar_block_layout : require
|
||||
#extension GL_EXT_shader_16bit_storage : require
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
uint calcRootCode(float y1, float y2, float y3) {
|
||||
uint i1 = floatBitsToUint(y1) >> 31U;
|
||||
uint i2 = floatBitsToUint(y2) >> 30U;
|
||||
@@ -13,3 +15,7 @@ uint calcRootCode(float y1, float y2, float y3) {
|
||||
|
||||
return ((0x2E74U >> shift) & 0x0101U);
|
||||
}
|
||||
|
||||
void main() {
|
||||
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -8,3 +8,7 @@ layout(location = 1) in vec4 texCoordEM_band_flags;
|
||||
layout(location = 2) in vec4 jacobian;
|
||||
layout(location = 3) in vec4 scale_offset;
|
||||
layout(location = 4) in vec4 color;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user