Add ktx
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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// Fragment shader for single texture
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#version 450
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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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#if 0
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//layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec4 inColor;
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#if 0
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layout (location = 2) in float inLodBias;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inViewVec;
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layout (location = 5) in vec3 inLightVec;
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#endif
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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#if 0
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vec4 color = texture(samplerColor, inUV, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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#endif
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outFragColor = vec4(inColor.rgb, 1.0);
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}
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#endif
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#if 0
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//layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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//vec4 color = texture(samplerColor, inUV, inLodBias);
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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#endif
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//layout (location = 0) in vec4 color;
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layout (location = 0) out vec4 outColor;
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void main() {
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//outColor = color;
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outColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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