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texture_advanced.glsl 537 B · Plain text
gpu/shader/tests/golden/texture_advanced.glsl 0644 Raw
#version 450

layout(set = 0, binding = 0) uniform params_Block {
	float bias;
} params;
layout(set = 0, binding = 0) uniform sampler2D diffuse_tex;
layout(set = 0, binding = 2) uniform sampler2DShadow shadow_map;

layout(location = 0) in vec2 in_uv;
layout(location = 1) in vec2 in_shadow_uv;
layout(location = 0) out vec4 out__value;

void main() {
	vec4 mip_color = textureLod(diffuse_tex, in_uv, params.bias);
	float shadow = texture(shadow_map, vec3(in_shadow_uv, 0.5));
	out__value = vec4((mip_color.rgb * shadow), mip_color.a);
}