Files
Verbatim/assets/shaders/graphics.vert
T
Emil 019ae8f090 feat: three render modes — terminal, ascii, graphics
Three render modes:
- --mode terminal: pure ANSI ASCII in terminal
- --mode ascii: Vulkan window with ASCII characters (glyph atlas)
- --mode graphics: Vulkan window with colored cells (no glyphs, each
  material = unique base color, no lighting yet)

Graphics renderer:
- Same Vulkan pipeline as ASCII but without glyph atlas
- Simpler shaders: graphics.vert/frag just output instance color
- No descriptor set, no texture sampling
- Each cell = colored quad, material color fills entire cell
- Entities rendered as colored shapes (player=yellow, goblin=green)

Default mode changed to --mode ascii
109 tests, 0 failures
2026-06-21 00:59:19 +03:00

23 lines
493 B
GLSL

#version 450
layout(push_constant) uniform PC {
vec2 screen_size;
vec2 cell_size;
} pc;
layout(location = 0) in vec2 in_pos;
layout(location = 1) in vec2 in_grid;
layout(location = 2) in vec4 in_color;
layout(location = 0) out vec4 out_color;
void main() {
vec2 pixel = (in_grid + in_pos) * pc.cell_size;
gl_Position = vec4(
2.0 * pixel.x / pc.screen_size.x - 1.0,
2.0 * pixel.y / pc.screen_size.y - 1.0,
0.0, 1.0
);
out_color = in_color;
}