2022-10-24 14:22:26 +11:00
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#version 450
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// 450 or 310 es are recommended
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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2024-03-03 17:07:07 +11:00
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float ColorMod;
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uint FrameCount;
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2022-10-24 14:22:26 +11:00
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};
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2022-11-07 16:25:11 +11:00
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layout(push_constant) uniform Push {
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2024-03-03 17:07:07 +11:00
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float ColorMod2;
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2022-11-07 16:25:11 +11:00
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} params;
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2022-10-24 14:22:26 +11:00
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#pragma name StockShader
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#pragma format R8G8B8A8_UNORM
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#pragma parameter ColorMod "Color intensity" 1.0 0.1 2.0 0.1
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2024-02-12 05:21:50 +11:00
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#pragma parameter ColorMod2 "Color intensity" 1.0 0.1 2.0 0.1
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2022-10-24 14:22:26 +11:00
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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void main()
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{
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2024-03-03 17:07:07 +11:00
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FragColor = texture(Source, vTexCoord) * ColorMod * params.ColorMod2;
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2022-10-24 14:22:26 +11:00
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}
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