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static pipeline for flip engine optimize linear tiler fixed out of bound in the tiler implement swizzling for sampled images
12 lines
258 B
GLSL
12 lines
258 B
GLSL
#version 450
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layout(location = 0) in vec2 coord;
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform texture2D tex;
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layout(binding = 1) uniform sampler samp;
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void main()
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{
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color = vec4(texture(sampler2D(tex, samp), coord.xy).xyz, 1).rgba;
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}
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