- Nou: shaders/sprite.vert|frag, postfx.vert|frag, ball.vert (GLSL) - Nou: cmake/spv_to_header.cmake — converteix .spv → uint8_t C header - CMakeLists.txt: bloc non-Apple troba glslc, compila GLSL → SPIRV en build-time i genera headers embeguts a build/generated_shaders/ - gpu_context.cpp: MSL|METALLIB en Apple, SPIRV en la resta - gpu_pipeline.cpp: createShaderSPIRV() + branques #ifdef __APPLE__ per sprite/ball/postfx pipelines - Corregeix crash a engine.cpp:821 (Windows/Linux) causat per pipelines null quan init() fallava en no trobar suport MSL Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
10 lines
272 B
GLSL
10 lines
272 B
GLSL
#version 450
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layout(location=0) in vec2 v_uv;
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layout(location=1) in vec4 v_col;
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layout(location=0) out vec4 out_color;
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layout(set=2, binding=0) uniform sampler2D tex;
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void main() {
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vec4 t = texture(tex, v_uv);
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out_color = vec4(t.rgb * v_col.rgb, t.a * v_col.a);
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}
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