2019-12-01 15:49:49 -08:00
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//
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2021-08-16 16:35:36 -07:00
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// simple_blit.frag
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// Kraken Engine
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//
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2022-07-16 01:12:16 -07:00
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// Copyright 2022 Kearwood Gilbert. All rights reserved.
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//
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2019-12-01 15:49:49 -08:00
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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2021-08-16 16:35:36 -07:00
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//
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2019-12-01 15:49:49 -08:00
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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2021-08-16 16:35:36 -07:00
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//
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2019-12-01 15:49:49 -08:00
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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2021-08-16 16:35:36 -07:00
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//
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2019-12-01 15:49:49 -08:00
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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2019-12-01 15:49:49 -08:00
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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2021-08-16 16:35:36 -07:00
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D diffuseTexture;
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layout (location = 0) in vec2 textureCoordinate;
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layout (location = 0) out vec4 colorOut;
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void main() {
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colorOut = textureLod(diffuseTexture, textureCoordinate, 0.0);
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}
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