slang-shaders/bezel/koko-aio/shaders/old_unused/ambi_passthrough_conditional.slang

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2022-12-06 11:48:10 +11:00
#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main() {
if (DO_AMBILIGHT == 1.0)
FragColor = texture(Source, vTexCoord);
else
return;
}