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18 lines
393 B
GLSL
18 lines
393 B
GLSL
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D sTexture;
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layout(location = 0) in vec4 color;
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layout(location = 1) in vec2 texCoord;
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layout(location = 2) in flat int textured;
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layout(location = 0) out vec4 fragmentColor;
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void main()
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{
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if(textured != 0)
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fragmentColor = texture(sTexture, texCoord) * clamp(color, 0.0, 1.0);
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else
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fragmentColor = color;
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}
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