34 lines
851 B
GLSL
34 lines
851 B
GLSL
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#version 450
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) flat in vec2 vTex;
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layout(location = 1) flat in int vIndex;
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layout(binding = 0) uniform sampler2D uSampler[4];
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layout(binding = 4) uniform sampler uSamplers[4];
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layout(binding = 8) uniform texture2D uTextures[4];
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vec4 sample_from_argument(sampler2D samplers[4])
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{
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return texture(samplers[vIndex], vTex + 0.2);
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}
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vec4 sample_single_from_argument(sampler2D samp)
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{
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return texture(samp, vTex + 0.3);
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}
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vec4 sample_from_global()
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{
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return texture(uSampler[vIndex], vTex + 0.1);
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}
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void main()
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{
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FragColor = vec4(0.0);
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FragColor += texture(sampler2D(uTextures[2], uSamplers[1]), vTex);
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FragColor += texture(uSampler[vIndex], vTex);
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FragColor += sample_from_global();
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FragColor += sample_from_argument(uSampler);
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FragColor += sample_single_from_argument(uSampler[3]);
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}
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