2023-04-02 08:46:02 +00:00
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#version 450
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// shader input
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layout(location = 0) in vec4 fragColor;
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// output write
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 1) uniform SceneData{
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vec4 fogColor; // w is for exponent
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vec4 fogDistances; //x for min, y for max, zw unused.
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vec4 ambientColor;
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vec4 sunlightDirection; //w for sun power
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vec4 sunlightColor;
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} sceneData;
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void main() {
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2023-04-19 15:26:33 +00:00
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outColor = vec4(fragColor.xyz + sceneData.ambientColor.xyz, 1.0f);
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//outColor = fragColor;
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2023-04-19 13:38:54 +00:00
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//outColor = sceneData.ambientColor;
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2023-04-02 08:46:02 +00:00
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}
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