38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
#version 450
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/* Copyright (c) 2019-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (set = 0, binding = 1) uniform texture2D textureColor;
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layout (set = 0, binding = 2) uniform sampler samplers[3];
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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float lodBias;
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int samplerIndex;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 color = texture(sampler2D(textureColor, samplers[ubo.samplerIndex]), inUV * vec2(2.0, 0.25), ubo.lodBias).rgb;
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outFragColor = vec4(color, 1.0);
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} |