#version 420 core #include layout(location = 0) in vec2 f_uv; layout(location = 1) in vec4 f_color; layout(location = 2) flat in uint f_mode; layout (std140, set = 1, binding = 0) uniform u_locals { vec4 w_pos; }; layout(set = 2, binding = 0) uniform texture2D t_tex; layout(set = 2, binding = 1) uniform sampler s_tex; layout(location = 0) out vec4 tgt_color; void main() { // Text if (f_mode == uint(0)) { tgt_color = f_color * vec4(1.0, 1.0, 1.0, texture(sampler2D(t_tex, s_tex), f_uv).a); // Image // HACK: bit 0 is set for both ordinary and north-facing images. } else if ((f_mode & uint(1)) == uint(1)) { tgt_color = f_color * texture(sampler2D(t_tex, s_tex), f_uv); // 2D Geometry } else if (f_mode == uint(2)) { tgt_color = f_color; } }