Copy pass contexts
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a5b717b375
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12
Shaders/copy_mrt2_pass/copy_mrt2_pass.frag.glsl
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12
Shaders/copy_mrt2_pass/copy_mrt2_pass.frag.glsl
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#version 450
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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in vec2 texCoord;
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out vec4 fragColor[2];
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void main() {
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fragColor[0] = texture(tex0, texCoord);
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fragColor[1] = texture(tex1, texCoord);
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}
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{
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{
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"contexts": [
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"contexts": [
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{
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{
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"name": "copy_mrt_pass",
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"name": "copy_mrt2_pass",
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"depth_write": false,
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"depth_write": false,
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"compare_mode": "always",
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"compare_mode": "always",
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"cull_mode": "none",
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"cull_mode": "none",
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"links": [],
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"links": [],
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"texture_params": [],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "copy_mrt_pass.frag.glsl"
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"fragment_shader": "copy_mrt2_pass.frag.glsl"
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}
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}
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]
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]
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}
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}
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14
Shaders/copy_mrt3_pass/copy_mrt3_pass.frag.glsl
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Shaders/copy_mrt3_pass/copy_mrt3_pass.frag.glsl
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#version 450
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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in vec2 texCoord;
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out vec4 fragColor[3];
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void main() {
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fragColor[0] = texture(tex0, texCoord);
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fragColor[1] = texture(tex1, texCoord);
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fragColor[2] = texture(tex2, texCoord);
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}
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Shaders/copy_mrt3_pass/copy_mrt3_pass.json
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Shaders/copy_mrt3_pass/copy_mrt3_pass.json
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{
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"contexts": [
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{
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"name": "copy_mrt3_pass",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"links": [],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "copy_mrt3_pass.frag.glsl"
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}
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]
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}
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14
Shaders/copy_mrt4_pass/copy_mrt4_pass.json
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Shaders/copy_mrt4_pass/copy_mrt4_pass.json
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{
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"contexts": [
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{
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"name": "copy_mrt4_pass",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"links": [],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "copy_mrt4_pass.frag.glsl"
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}
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]
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}
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