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25 lines
516 B
GLSL
25 lines
516 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef TW_TEXTURED
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layout (binding = 0) uniform sampler2DArray gTextureSampler;
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#endif
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layout (location = 0) noperspective in vec4 oVertColor;
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#ifdef TW_TEXTURED
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layout (location = 1) noperspective in vec3 oTexCoord;
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#endif
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layout (location = 0) out vec4 FragClr;
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void main()
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{
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#ifdef TW_TEXTURED
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vec4 TexColor = texture(gTextureSampler, oTexCoord.xyz).rgba;
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FragClr = TexColor.rgba * oVertColor.rgba;
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#else
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FragClr = oVertColor.rgba;
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#endif
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}
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