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