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21 lines
360 B
GLSL
21 lines
360 B
GLSL
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#version 450 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 0) in Vertex
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{
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vec4 color;
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vec3 worldSpacePos;
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vec3 worldSpaceNorm;
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vec2 texCoord1;
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flat int cameraIndex;
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} fs_in;
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layout (binding = 1) uniform sampler2D t0;
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void main()
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{
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FragColor = texture(t0, fs_in.texCoord1);
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}
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