14 lines
305 B
Plaintext
14 lines
305 B
Plaintext
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#version 450
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 fragColor;
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layout(set = 2, binding = 0) uniform sampler2D tx;
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void main()
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{
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ivec2 ts = textureSize(tx, 0);
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vec2 fts = vec2(float(ts.x), float(ts.y));
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vec2 real_uv = uv / fts;
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fragColor = texture(tx, real_uv);
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}
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