18 lines
No EOL
406 B
GLSL
18 lines
No EOL
406 B
GLSL
layout(location = 0) out vec4 outFragColor;
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layout(location = 0) in vec3 Position;
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layout(binding = 0) uniform UniformDebugData {
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mat4 projection, view, model;
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vec4 pickColor;
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} udd;
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layout(binding = 1) uniform samplerCube cubeSampler;
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void main() {
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if(udd.pickColor.a == 0) {
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outFragColor = texture(cubeSampler, Position);
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} else {
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outFragColor = udd.pickColor;
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}
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} |