27 lines
493 B
GLSL
27 lines
493 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 fUv;
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layout(location = 0) out vec4 result;
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layout(binding = 1) uniform Opt
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{
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vec3 color;
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bool preMultiply;
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} opt;
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layout(binding = 2) uniform sampler2D render;
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void main()
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{
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result = texture(render, fUv).rgba;
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if (result.rgb == vec3(1.0f, 1.0f, 1.0f))
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result *= vec4(opt.color, 1.0f);
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if (opt.preMultiply)
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result = vec4(result.rgb * result.a, result.a);
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}
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