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@@ -1,3 +1,7 @@
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Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
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(You don't need to copy this folder if you are using the backend as-is)
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1) Compile the raw shader files to SPIRV:
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glslc -o vertex.spv -c shader.vert
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@@ -33,4 +37,4 @@
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Proceed to step 4
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4) Either find a way to load the shader bytecode from file, or use a tool like https://notisrac.github.io/FileToCArray/ to convert the file to a uint8_t array
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4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.
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@@ -3,7 +3,8 @@ layout(location = 0) out vec4 fColor;
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layout(set=2, binding=0) uniform sampler2D sTexture;
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layout(location = 0) in struct {
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layout(location = 0) in struct
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{
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vec4 Color;
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vec2 UV;
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} In;
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@@ -11,4 +12,4 @@ layout(location = 0) in struct {
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void main()
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{
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fColor = In.Color * texture(sTexture, In.UV.st);
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}
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}
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@@ -3,12 +3,14 @@ layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(set=1,binding=0) uniform UBO {
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layout(set=1,binding=0) uniform UBO
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{
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vec2 uScale;
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vec2 uTranslate;
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} ubo;
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layout(location = 0) out struct {
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layout(location = 0) out struct
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{
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vec4 Color;
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vec2 UV;
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} Out;
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@@ -19,4 +21,4 @@ void main()
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Out.UV = aUV;
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gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
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gl_Position.y *= -1.0f;
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}
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}
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