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- // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma anki mutator TEXTURE_TYPE 0 1
- layout(push_constant) uniform b_pc
- {
- Vec4 u_transform; // x: x scale, y: y scale, z: x transl, w: y transl
- Vec4 u_colorScale;
- Vec4 u_depth; // Used in 3D textures.
- };
- #pragma anki start vert
- #include <AnKi/Shaders/Common.glsl>
- layout(location = 0) in Vec2 in_pos;
- layout(location = 1) in Vec4 in_col;
- layout(location = 2) in Vec2 in_uv;
- layout(location = 0) out Vec2 out_uv;
- layout(location = 1) out Vec4 out_col;
- void main()
- {
- out_uv = in_uv;
- out_col = in_col;
- const Vec2 pos = u_transform.xy * in_pos + u_transform.zw;
- gl_Position = Vec4(pos, 0.0, 1.0);
- }
- #pragma anki end
- #pragma anki start frag
- #include <AnKi/Shaders/Common.glsl>
- layout(location = 0) in Vec2 in_uv;
- layout(location = 1) in Vec4 in_col;
- layout(location = 0) out Vec4 out_col;
- layout(set = 0, binding = 0) uniform sampler u_trilinearRepeatSampler;
- #if TEXTURE_TYPE == 0
- layout(set = 0, binding = 1) uniform texture2D u_tex2d;
- #else
- layout(set = 0, binding = 1) uniform texture3D u_tex3d;
- #endif
- void main()
- {
- #if TEXTURE_TYPE == 0
- const Vec4 rgba = texture(u_tex2d, u_trilinearRepeatSampler, in_uv);
- #else
- const Vec4 rgba = texture(u_tex3d, u_trilinearRepeatSampler, Vec3(in_uv, u_depth.x));
- #endif
- out_col.rgb = in_col.rgb * rgba.rgb * u_colorScale.rgb;
- if(u_colorScale.a == 1.0)
- {
- // Draw a pattern to visualize alpha
- F32 alphaPattern = ((U32(gl_FragCoord.x) / 16u) & 1u) == 1u ? 1.0 : 0.75;
- alphaPattern *= ((U32(gl_FragCoord.y) / 16u) & 1u) == 1u ? 1.0 : 0.75;
- out_col.rgb = mix(Vec3(alphaPattern), out_col.rgb, rgba.a);
- }
- out_col.a = 1.0;
- }
- #pragma anki end
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