18 lines
296 B
GLSL
18 lines
296 B
GLSL
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#version 450
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layout (location = 0) in vec2 TexCoord;
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layout (location = 0) out vec4 FragColor;
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layout(binding = 0, set = 1) uniform sampler3D Sampler;
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layout (binding = 0, set = 3) uniform UniformBlock
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{
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float depth;
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};
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void main()
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{
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FragColor = texture(Sampler, vec3(TexCoord, depth));
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}
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