engine/bin/data/shaders/display/vr/flat.frag.glsl

30 lines
764 B
GLSL

#version 450
#pragma shader_stage(fragment)
#extension GL_EXT_samplerless_texture_functions : require
layout (location = 0) in vec2 inUv;
layout (location = 1) flat in uint inPass;
layout (location = 0) out vec4 outLeft;
layout (location = 1) out vec4 outRight;
layout (binding = 1) uniform sampler2D samplerColor;
layout(constant_id = 0) const int FORCE_OPAQUE = 0;
#define TEXTURES 1
#include "../../common/macros.h"
#include "../../common/structs.h"
#include "../../common/functions.h"
void main() {
outLeft = vec4(0.0);
outRight = vec4(0.0);
vec4 outColor = texture( samplerColor, inUv );
if ( FORCE_OPAQUE == 1 ) outColor.a = 1;
if ( inPass == 0 ) outLeft = outColor;
else if ( inPass == 1 ) outRight = outColor;
}