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25 lines
442 B
GLSL
25 lines
442 B
GLSL
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#version 440
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layout(location = 0) in vec2 v_texcoord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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int flip;
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int idx;
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} ubuf;
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layout(binding = 1) uniform sampler3D tex;
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void main()
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{
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float w = 0.0;
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if (ubuf.idx == 1)
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w = 0.5;
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else if (ubuf.idx == 2)
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w = 1.0;
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vec4 c = texture(tex, vec3(v_texcoord, w));
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fragColor = vec4(c.rgb * c.a, c.a);
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}
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