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13 lines
378 B
GLSL
13 lines
378 B
GLSL
#version 450
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layout(location = 0) in vec2 v_TexCoord;
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layout(location = 0) out vec4 o_Target;
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layout(set = 0, binding = 1) uniform texture2D t_Color;
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layout(set = 0, binding = 2) uniform sampler s_Color;
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void main() {
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vec4 tex = texture(sampler2D(t_Color, s_Color), v_TexCoord);
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float mag = length(v_TexCoord-vec2(0.5));
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o_Target = mix(tex, vec4(0.0), mag*mag);
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}
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