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25 lines
528 B
GLSL
25 lines
528 B
GLSL
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#version 440
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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ivec4 swizzle;
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mat4 color_matrix;
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float qt_Opacity;
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} ubuf;
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layout(binding = 1) uniform sampler2D tex;
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vec4 swizzle(in vec4 texel, in ivec4 swizzle) {
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return vec4(texel[swizzle[0]], texel[swizzle[1]], texel[swizzle[2]], texel[swizzle[3]]);
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}
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void main()
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{
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vec4 texel = swizzle(texture(tex, vTexCoord), ubuf.swizzle);
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fragColor = texel * ubuf.qt_Opacity;
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}
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