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16 lines
321 B
GLSL
16 lines
321 B
GLSL
#version 450 core
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layout(location = 0) out vec4 fColor;
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layout(set=0, binding=0) uniform texture2D _Texture;
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layout(set=1, binding=0) uniform sampler _Sampler;
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layout(location = 0) in struct {
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vec4 Color;
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vec2 UV;
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} In;
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void main()
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{
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fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
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}
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