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24 lines
578 B
GLSL
24 lines
578 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout (set = 0, binding = 0) uniform sampler2D gTextureSampler;
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layout(push_constant) uniform SVertexColorBO {
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#ifdef TW_PUSH_CONST
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layout(offset = 64) vec4 gVerticesColor;
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#else
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layout(offset = 48) vec4 gVerticesColor;
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#endif
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} gColorBO;
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layout (location = 0) noperspective in vec2 texCoord;
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layout (location = 1) noperspective in vec4 vertColor;
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layout (location = 0) out vec4 FragClr;
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void main()
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{
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vec4 tex = texture(gTextureSampler, texCoord);
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FragClr = tex * vertColor * gColorBO.gVerticesColor;
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}
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