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18 lines
500 B
GLSL
18 lines
500 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(set = 2, binding = 0) uniform sampler2D sLightmap;
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layout(location = 0) in vec2 texCoord;
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layout(location = 1) in vec2 texCoordLmap;
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layout(location = 2) in float viewLightmaps;
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layout(location = 0) out vec4 fragmentColor;
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void main()
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{
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vec4 color = texture(sTexture, texCoord);
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vec4 light = texture(sLightmap, texCoordLmap);
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fragmentColor = (1.0 - viewLightmaps) * color * light + viewLightmaps * light;
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}
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