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@@ -30,12 +30,36 @@ const ShaderLib = {
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layout(set = 0, binding = 3) uniform sampler mySampler;
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layout(set = 0, binding = 4) uniform texture2D myTexture;
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+ #ifdef NODE_UNIFORMS
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+
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+ layout(set = 0, binding = 5) uniform NodeUniforms {
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+ NODE_UNIFORMS
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+ } nodeUniforms;
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+
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+ #endif
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+
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layout(location = 0) in vec2 vUv;
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layout(location = 0) out vec4 outColor;
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void main() {
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+
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outColor = texture( sampler2D( myTexture, mySampler ), vUv );
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+
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+ #ifdef NODE_COLOR
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+
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+ /* NODE_COLOR_CODE ignore (node code group) for now */
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+ outColor.rgb *= NODE_COLOR;
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+
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+ #endif
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+
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+ #ifdef NODE_OPACITY
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+
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+ outColor.a *= NODE_OPACITY;
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+
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+ #endif
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+
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outColor.a *= opacityUniforms.opacity;
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+
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}`
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},
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pointsBasic: {
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@@ -60,8 +84,30 @@ const ShaderLib = {
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layout(location = 0) out vec4 outColor;
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+ #ifdef NODE_UNIFORMS
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+
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+ layout(set = 0, binding = 2) uniform NodeUniforms {
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+ NODE_UNIFORMS
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+ } nodeUniforms;
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+
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+ #endif
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+
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void main() {
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+
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outColor = vec4( 1.0, 0.0, 0.0, 1.0 );
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+
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+ #ifdef NODE_COLOR
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+
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+ outColor.rgb = NODE_COLOR;
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+
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+ #endif
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+
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+ #ifdef NODE_OPACITY
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+
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+ outColor.a *= NODE_OPACITY;
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+
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+ #endif
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+
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}`
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},
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lineBasic: {
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