vulkzample/shader/shader.frag.glsl

43 lines
1.4 KiB
GLSL

/*
* 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 <https://www.gnu.org/licenses/>.
*/
#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;
}
}