35 lines
576 B
GLSL
35 lines
576 B
GLSL
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D uSampler[4];
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layout(set = 0, binding = 1) uniform sampler2D uSamp;
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layout(set = 0, binding = 2) uniform UBO
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{
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uint index;
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} uUBO;
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layout(set = 0, binding = 3) uniform UBO2
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{
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uint index2;
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};
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 FragColor;
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vec4 sample_in_func()
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{
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return texture(uSampler[uUBO.index], vUV);
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}
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vec4 sample_single_in_func(sampler2D s)
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{
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return texture(s, vUV);
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}
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void main()
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{
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FragColor = sample_in_func();
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FragColor += sample_single_in_func(uSampler[index2]);
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}
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