procedural-3d-engine/shaders/glsl/descriptorbuffer/cube.frag

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#version 450
layout (set = 2, binding = 0) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
}