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https://github.com/yquake2/ref_vk.git
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25 lines
565 B
GLSL
25 lines
565 B
GLSL
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#version 450
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layout(push_constant) uniform PushConstant
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{
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// vertex shader has 'mat4 vpMatrix;' at begin.
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layout(offset = 68) float gamma;
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} pc;
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layout(set = 0, binding = 0) uniform sampler2D sTexture;
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layout(location = 0) in vec2 texCoord;
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layout(location = 1) in vec4 color;
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layout(location = 2) in float aTreshold;
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layout(location = 0) out vec4 fragmentColor;
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void main()
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{
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fragmentColor = texture(sTexture, texCoord) * color;
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if(fragmentColor.a < aTreshold)
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discard;
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fragmentColor = vec4(pow(fragmentColor.rgb, vec3(pc.gamma)), fragmentColor.a);
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}
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