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2025-09-04 10:54:47 +08:00

57 lines
1.2 KiB
GLSL

#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);
}