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This now splits up the rendering system into sensible parts, and makes it easier to switch between the simple renderer and the new experimental one. Lots of refactors I needed to do for a while are now done, too.
14 lines
305 B
GLSL
14 lines
305 B
GLSL
// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: CC0-1.0
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#version 450
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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layout(binding = 0) uniform sampler2D blitTexture;
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void main() {
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outColor = texture(blitTexture, inUV);
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}
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