#version 450 /* Copyright (c) 2023, Google * * 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 (location = 0) in vec2 inUV; //////////////////////////////////////// layout(set = 0, binding = 0) uniform SceneConstants { mat4 projection; mat4 view; float background_grayscale; uint sortFragments; uint fragmentMaxCount; uint sortedFragmentCount; } sceneConstants; //////////////////////////////////////// layout(set = 0, binding = 5) uniform sampler2D backgroundTex; //////////////////////////////////////// layout(location = 0) out vec4 outColor; void main() { outColor = texture(backgroundTex, inUV) * sceneConstants.background_grayscale; }