#ifndef PRIMITIVE_H #define PRIMITIVE_H layout(location = 0) in mediump vec4 vColor; #ifdef TEXTURED #include "vram.h" #endif layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D uDitherLUT; #if 0 vec3 quantize_bgr555(vec3 color) { return round(color * 31.0) / 31.0; } #endif #endif