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#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 1) uniform sampler2D texSampler;
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
vec2 resolution;
} ubo;
void main() {
//outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0);
outColor = texture(texSampler, fragTexCoord);
//outColor = vec4(fragColor ,1);
}
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