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			16 lines
		
	
	
	
		
			301 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			16 lines
		
	
	
	
		
			301 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 out_color;
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layout(push_constant) uniform UBO {
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	layout(offset = 80) float alpha;
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} data;
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void main() {
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	out_color = textureLod(tex, uv, 0);
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	out_color *= data.alpha;
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}
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