GPCS4/Misc/test.frag
2019-11-07 20:13:55 +08:00

15 lines
397 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 1) uniform texture2D texImage;
layout(binding = 2) uniform sampler texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = texture(sampler2D(texImage, texSampler), fragTexCoord) * vec4(fragColor, 1.0);
}