Files
Destrum/destrum/assets_src/shaders/quad.frag
T

16 lines
411 B
GLSL

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