#version 420 core #include "clip.frag.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in vec2 inStartTexCoord; layout(location = 2) in vec2 inEndTexCoord; layout(location = 3) in float inProgress; layout(set = 0, binding = 0) uniform sampler2D startTexture; layout(set = 1, binding = 0) uniform sampler2D endTexture; layout(location = 0) out vec4 color; void main() { vec4 start = texture (startTexture, inStartTexCoord); vec4 end = texture (endTexture, inEndTexCoord); color = clip (inPos, mix (start, end, inProgress)); }