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18 lines
433 B
GLSL
18 lines
433 B
GLSL
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#version 440
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 0) uniform sampler2D tex[3];
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void main()
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{
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vec4 c0 = texture(tex[0], uv);
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vec4 c1 = texture(tex[1], uv);
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vec4 c2 = texture(tex[2], uv);
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vec4 cc = c0 + c1 + c2;
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vec4 c = vec4(clamp(cc.r, 0.0, 1.0), clamp(cc.g, 0.0, 1.0), clamp(cc.b, 0.0, 1.0), clamp(cc.a, 0.0, 1.0));
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c.rgb *= c.a;
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fragColor = c;
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}
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