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