procedural-3d-engine/data/shaders/glsl/computeparticles/particle.frag

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#version 450
layout (binding = 0) uniform sampler2D samplerColorMap;
layout (binding = 1) uniform sampler2D samplerGradientRamp;
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layout (location = 0) in vec4 inColor;
layout (location = 1) in float inGradientPos;
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layout (location = 0) out vec4 outFragColor;
void main ()
{
vec3 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb;
outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color;
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}