#version 450 /* Copyright (c) 2019-2024, Sascha Willems * * 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 (set = 0, binding = 1) uniform texture2D textureColor; layout (set = 0, binding = 2) uniform sampler samplers[3]; layout (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 modelview; float lodBias; int samplerIndex; } ubo; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { vec3 color = texture(sampler2D(textureColor, samplers[ubo.samplerIndex]), inUV * vec2(2.0, 0.25), ubo.lodBias).rgb; outFragColor = vec4(color, 1.0); }