#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; layout(location = 1) out float mark_color_rotated; #include "includes/functions.include.slang" void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; if (is_rotated()) mark_color_rotated = 1.0; else mark_color_rotated = 0.0; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float mark_color_rotated; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { FragColor.r = mark_color_rotated; }