| #version 450 | |
| layout(set = 0, binding = 0) uniform texture2D tex0; | |
| layout(set = 0, binding = 1) uniform sampler samp0; | |
| layout(set = 0, binding = 2) uniform ParamBuffer { | |
| int cond; | |
| } paramBuffer; | |
| layout(location = 0) out vec4 fragColor; | |
| layout(location = 0) in flat ivec2 texCoord; | |
| void main() { | |
| // get input | |
| const vec4 texel = texelFetch(sampler2D(tex0, samp0), | |
| paramBuffer.cond == 0 ? texCoord.xy : texCoord.yx, | |
| 0); | |
| fragColor = vec4(texel.xyz, 1.0); | |
| } |