IntegratedQuantum c04819c5af
Compile shaders in the CI, to validate that their syntax is correct (#1427)
* Move to glslang's convention for shader file suffix

* Update ci.yml

* Oops, a mistake in the shader, how could that happen?

* Does the command error on its own?

* Update ci.yml

* Revert "Oops, a mistake in the shader, how could that happen?"

This reverts commit 869c3323f3d3b5fa607b40e7847c389a12b01f33.

* Update ci.yml
2025-05-10 12:32:51 +02:00

26 lines
620 B
GLSL

#version 460
//in pixel
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 dimension;
layout(location = 2) uniform vec2 screen;
layout(location = 3) uniform int points;
layout(location = 4) uniform int offset;
layout(std430, binding = 5) buffer _data
{
float data[];
};
void main() {
float x = gl_VertexID;
float y = -data[(gl_VertexID+offset)%points];
// Convert to opengl coordinates:
vec2 position_percentage = (start + dimension*vec2(x/points, y))/screen;
vec2 position = vec2(position_percentage.x, -position_percentage.y)*2 + vec2(-1, 1);
gl_Position = vec4(position, 0, 1);
}