16 lines
411 B
GLSL
16 lines
411 B
GLSL
#version 460
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#include "bindless.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) flat in uint inTexId;
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layout(location = 0) out vec4 outFragColor;
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void main() {
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vec4 texColor = sampleTexture2DLinear(inTexId, inUV);
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outFragColor = texColor * inColor;
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} |