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16 lines
376 B
GLSL
16 lines
376 B
GLSL
#version 460
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layout (location = 0) noperspective in vec3 inTexCoord;
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layout (location = 1) flat in vec4 inFrontPal;
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layout (location = 2) flat in vec4 inBackPal;
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layout (location = 0) out vec4 outColor;
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layout (binding = 0) uniform sampler2DArray tileset;
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void main()
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{
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float value = texture(tileset, inTexCoord).r;
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outColor = mix(inBackPal, inFrontPal, value);
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}
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