2022-09-19 01:20:51 +00:00
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#version 450
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layout (location = 0) in vec3 fragColor;
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2022-09-21 02:02:58 +00:00
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layout (location = 1) in vec2 fragUv;
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2022-09-27 00:57:53 +00:00
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layout (location = 2) in flat int fragTex;
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2022-09-19 01:20:51 +00:00
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layout (location = 0) out vec4 outColor;
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2022-09-21 02:02:58 +00:00
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layout (binding = 0) uniform GlobalUbo {
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mat4 projectionViewMatrix;
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vec3 directionToLight;
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} ubo;
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2022-09-27 00:57:53 +00:00
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layout (binding = 1) uniform sampler2D texSampler[3];
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2022-09-21 02:02:58 +00:00
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2022-09-19 01:20:51 +00:00
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layout(push_constant) uniform Push {
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mat4 transform;
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mat4 normalMatrix;
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} push;
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void main() {
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2022-09-27 00:57:53 +00:00
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outColor = mix(texture(texSampler[fragTex], fragUv), vec4(fragColor, 1.0), .1);
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2022-09-19 01:20:51 +00:00
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}
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