/* * VulkZample * Copyright (C) 2024 Rebekah Rowe * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #version 450 layout(location = 0) in vec4 frag_color; layout(location = 1) in vec2 frag_texture_coordinate; layout(binding = 0) uniform sampler2D texture_sampler; layout(location = 2) flat in uint frag_draw_mode; layout(location = 0) out vec4 out_color; void main() { if (frag_draw_mode == 1) { out_color = frag_color; } else { vec4 tex = texture(texture_sampler, frag_texture_coordinate); if (frag_draw_mode == 2) tex = frag_color * tex; else if (frag_draw_mode == 3) tex = vec4(frag_color.rgb, frag_color.a * tex.r); else tex = vec4(0.0, 0.0, 0.0, 1.0); out_color = tex; } }