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