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22 lines
391 B
GLSL
22 lines
391 B
GLSL
#version 450
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layout(location = 0) out vec4 FragColor;
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layout(binding = 0) uniform sampler2D uSamp;
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layout(binding = 1) uniform texture2D uT;
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layout(binding = 2) uniform sampler uS;
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vec4 samp(sampler2D uSamp)
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{
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return texture(uSamp, vec2(0.5));
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}
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vec4 samp(texture2D T, sampler S)
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{
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return texture(sampler2D(T, S), vec2(0.5));
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}
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void main()
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{
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FragColor = samp(uSamp) + samp(uT, uS);
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}
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