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