asdf
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@@ -1,17 +1,15 @@
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#version 450
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// 输入变量(与顶点着色器输出对应)
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layout(location = 0) in vec2 inPosition;
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layout(location = 0) in vec2 inTexCoord;
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// 输出颜色
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layout(location = 0) out vec4 outColor;
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// 纹理采样器
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layout(binding = 0) uniform sampler2D texSampler;
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void main() {
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// 示例:基于位置生成颜色
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outColor = vec4(
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(inPosition.x + 1.0) * 0.5, // 将X从[-1,1]映射到[0,1]
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(inPosition.y + 1.0) * 0.5, // 将Y从[-1,1]映射到[0,1]
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0, // 蓝色分量固定
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1.0 // Alpha固定
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);
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// 采样纹理
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outColor = texture(texSampler, inTexCoord);
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}
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