22 lines
413 B
GLSL
22 lines
413 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 = 1) in flat uint fChannels;
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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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vec4 multiplier;
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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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if (fChannels != 1)
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return;
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result = vec4(texture(render, fUv).rrrr) * opt.multiplier;
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}
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