Pong/resources/shaders/FA_Preview.frag
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22 lines
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GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 fUv;
layout(location = 1) in flat uint fChannels;
layout(location = 0) out vec4 result;
layout(binding = 1) uniform Opt
{
vec4 multiplier;
} opt;
layout(binding = 2) uniform sampler2D render;
void main()
{
if (fChannels != 1)
return;
result = vec4(texture(render, fUv).rrrr) * opt.multiplier;
}