25 lines
580 B
GLSL
25 lines
580 B
GLSL
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//glsl version 4.5
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#version 450
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//shader input
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in vec2 texCoord;
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//output write
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layout (location = 0) out vec4 outFragColor;
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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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layout(set = 2, binding = 0) uniform sampler2D tex1;
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void main()
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{
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vec3 color = texture(tex1,texCoord).xyz;
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outFragColor = vec4(color, inColor.w);
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}
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