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#version 450
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (binding = 1) uniform Col
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{
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vec4 data[8];
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} color;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) flat in uint colorOffset;
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layout (location = 0) out vec4 outColor;
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vec4 sampleTexture(vec2 uv)
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{
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vec4 c00 = color.data[0 + colorOffset];
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vec4 c01 = color.data[1 + colorOffset];
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vec4 c02 = color.data[2 + colorOffset];
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vec4 c03 = color.data[3 + colorOffset];
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vec4 b0 = mix(c00, c01, uv.x);
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vec4 b1 = mix(c02, c03, uv.x);
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vec4 p0 = mix(b0, b1, uv.y);
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return p0;
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}
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void main()
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{
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outColor = sampleTexture(inUV);
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}
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#version 450
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUv;
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layout (binding = 0) uniform Ubo
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out uint colorOffset;
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void main()
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{
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outUV = inUv;
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colorOffset = inPos.z == 1.0f ? 4 : 0;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0f);
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}
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