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21 lines
432 B
GLSL
21 lines
432 B
GLSL
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#version 450 core
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(push_constant) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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};
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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vec4 rgba = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx);
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rgba.a = 1.0;
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outColor0 = swizzle (rgba, out_reorder_idx);
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}
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