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Atmosphere/troposphere/haze/source/console_fsh.glsl

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2023-10-14 02:44:52 +01:00
#version 460
layout (location = 0) noperspective in vec3 inTexCoord;
layout (location = 1) flat in vec4 inFrontPal;
layout (location = 2) flat in vec4 inBackPal;
layout (location = 0) out vec4 outColor;
layout (binding = 0) uniform sampler2DArray tileset;
void main()
{
float value = texture(tileset, inTexCoord).r;
outColor = mix(inBackPal, inFrontPal, value);
}