22 lines
396 B
GLSL
22 lines
396 B
GLSL
#version 430
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layout (binding = 0) uniform sampler2D Texture0;
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layout (binding = 1) uniform sampler2D Texture1;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
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vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
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fragmentColor = texel0 + texel1;
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//fragmentColor = vec4(1,0.5,0.7,1);
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}
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