[WIP] Create pipeline for transparent on screen objects

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Piotr Krygier committed 2025-06-20 13:44:33 +02:00
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commit 56c0b7922f
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#version 450
/* Each time texture count is changed this value also need to change. I have to fix it somehow. */
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 1, binding = 1) uniform sampler2D texSampler[];
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in flat uint instanceTextureId;
layout(location = 0) out vec4 outColor;
void main() {
vec4 texturePixels = texture(texSampler[instanceTextureId], fragTexCoord);
outColor = vec4(fragColor * texturePixels, texturePixels.a);
}