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14 lines
273 B
GLSL
14 lines
273 B
GLSL
#version 450
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layout (location = 0) in vec3 in_color;
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layout (location = 1) in vec2 in_uv;
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layout (location = 0) out vec4 out_frag_color;
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layout (set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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out_frag_color = texture(tex, in_uv) * vec4(in_color, 1.0f);
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}
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