21 lines
438 B
GLSL
21 lines
438 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 outColor;
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layout(binding = 1) uniform Material
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{
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vec3 lightColor;
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} material;
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layout(binding = 2) uniform sampler2D render;
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void main() {
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vec4 result = texture(render, fUv);
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if (result.rgb == vec3(1.0f, 1.0f, 1.0f))
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result = vec4(material.lightColor, 1.0f);
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outColor = vec4(result.rgb, 1.0f);
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}
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